Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Possessor Bonus Class 1.6.6Donators/Buyers bonus! OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) ANC GOD Mode light 1.5.5In-game menu option to toggle a GODMODE cheat that gives the player invincibility. Version with HP God Mode only. All credits to Nyles, https://te4.org/games/addons/tome/nyles-godmode OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 31 / 89% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 69 (base 60) |
Dexterity | 17.340449927278 (base 10) |
Constitution | 21.340449927278 (base 12) |
Magic | 20 (base 10) |
Willpower | 85.340449927278 (base 60) |
Cunning | 23 (base 10) |
Resources
Life | 97196/100700 |
Hate | 18/109 |
Healing Factor | 0 |
Regeneration | 0 |
Speed
Mental | -30% |
Attack | -30% |
Movement | -43.846153846154% |
Spell | -30% |
Global | +71.428571428571% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Invisible | 8.3404499272777 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 151 |
Accuracy | 29 |
Crit Chance | 14% |
APR | 16 |
Speed | 1.43 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 6% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 2% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Light | +53% |
Physical | +30% |
Blight | +36% |
Arcane | +50% |
Cold | +31% |
All | +25% |
Offense: Damage Penetration
Blight | +15% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 7 |
Physical Save | 27 |
Spell Save | 28 |
Mental Save | 33 |
Defense: Resistances
Darkness | + 79%( 79%) |
Light | + 70%( 70%) |
Physical | + 72%( 72%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +100%( 70%) |
Defense: Immunities
Stun Resistance | 92% |
Disarm Resistance | 35% |
Confusion Resistance | 77% |
Fear Resistance | 55% |
Silence Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -3 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 62% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 14.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | Reduces global action speed by 40%. Slow |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
detrimental effect | The target is poisoned, taking 54.29 nature damage per turn and decreasing all heals received by 50%. Insidious Poison |
detrimental effect | Huge cut that bleeds, doing 73.20 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
detrimental effect | The target is disabled, reducing movement speed by 44% and accuracy by 43. Disable |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 48 mind and 48 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 78 Mind damage, and deal 78 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 15. Exposed |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 42. Intimidated |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target's mind has been invaded, increasing all mind damage it receives from Silerada the poison ooze by 36%. Mind Link |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 25%. Strength and Willpower are increased by 5. Poisons and diseases have a 11% chance of being neutralized each turn. Cursed Form |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The target is on fire, taking 106.58 fire damage per turn. Burning |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You failed to protect the lone alchemist from death by Neroldatha the umber hulk. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by dire wolf. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by dragonsfire trap. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by wolf. Escort: repented thief (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 93. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. * You've found the needed honey tree root. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of force (Madness) (0 def, 4 armour) undeterred pair of dwarven-steel boots of force (Madness) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Fatigue: +3% Silence immunity: +25% Confusion immunity: +29% Stun/Freeze immunity: +37% Spellpower: +3 (+0 eff.) Mindpower: +11 (+3 eff.) 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. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(139 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing dwarven-steel helm of blood magic (Nightmares) (0 def, 4 armour) stabilizing dwarven-steel helm of blood magic (Nightmares) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Mag / +4 Wil Changes damage: +11% blight / +7% arcane Physical save: +10 (+5 eff.) Spell crit. chance: +3% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 8147.87 You won the Ring of Blood trial, and this is your reward. |
On fingers | Frozenwake FrozenwakePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 36 Damage (Melee): 21 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 36 Damage (Ranged): 21 physical Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +4 Con Changes resistances: +36% light / +5% arcane Changes resistances penetration: +5% cold Changes damage: +6% cold / +18% light / +18% arcane Spell save: +16 (+8 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +27.00 Maximum hate: +9.00 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 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | noble's hardened leather belt of recklessness (Madness) noble's hardened leather belt of recklessness (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes stats: +5 Cun / +5 Wil Damage against: +16% Summoned Reduced damage from: +29% Summoned Critical mult.: +8.00% Curse of Madness A belt that goes around your waist. |
In main hand | Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Nightmares The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Blazeterror (Shrouds) (0 def, 3 armour) Blazeterror (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +12 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Mag / +3 Cun Changes resistances: +14% light / +7% darkness Changes resistances penetration: +15% blight Physical save: +9 (+4 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +35% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 22.40 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Mankini (Shrouds) (0 def, 0 armour) Mankini (Shrouds) (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Curse of Shrouds Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Cloak | Wrap of Stone (Shrouds) (0 def, 0 armour) Wrap of Stone (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+0 eff.) Curse of Shrouds It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 28.30 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (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 nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 308 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 70; cd 13)healing infusion (heal 70; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 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. |
This item will automatically be transmogrified when you leave the level. healing infusion of the psychic (heal 254; cd 12)healing infusion of the psychic (heal 254; 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 instantly heal yourself for 254 then cleanse 1 wound, poison, and disease effect. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 696%; cd 9)movement infusion (speed 696%; cd 9) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 636%; cd 11)movement infusion (speed 636%; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 636% 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 392; 12 cd)regeneration infusion (heal 392; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 16%; physical; dur 2; cd 16)wild infusion (res 16%; physical; dur 2; cd 16) 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: 16 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 16% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 20%; physical; dur 4; cd 16)wild infusion (res 20%; physical; dur 4; cd 16) 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: 16 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. ethereal rune of the wizard (power 18; resist 33%; move 39%; dur 5; cd 21)ethereal rune of the wizard (power 18; resist 33%; move 39%; dur 5; cd 21) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 39% faster, and you are invisible (power 18). Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune (regen 1034% over 10 turns; mana 52; cd 16)manasurge rune (regen 1034% over 10 turns; mana 52; 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: Spell (143% 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 1034% for 10 turns (0 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 90; cd 21)shatter afflictions rune (absorb 90; cd 21) 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: 21 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 90 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 361; dur 6; cd 14)shielding rune (absorb 361; dur 6; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 361 damage for 6 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 340; dur 6; cd 15)shielding rune (absorb 340; dur 6; 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 340 damage for 6 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 334; dur 6; cd 14)shielding rune (absorb 334; dur 6; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 334 damage for 6 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 177; dur 6; cd 17)shielding rune (absorb 177; dur 6; 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 177 damage for 6 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. |
This item will automatically be transmogrified when you leave the level. archmage's gold amulet of dexterity (+5)archmage's gold amulet of dexterity (+5) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Mag Changes damage: +5% acid / +5% fire / +6% cold / +6% lightning Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's stralite amuletsavior's stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +14 (+7 eff.) Spell save: +18 (+9 eff.) Mental save: +20 (+9 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet 'Cyryyavena'stralite amulet 'Cyryyavena' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +3 Mag / +5 Con Changes resistances: +24% acid / +5% arcane / +9% darkness Spell save: +15 (+7 eff.) Life regen: +5.00 Light radius: +3 See invisible: +15 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet of visionstralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +18% Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level. treant's steel ring of miserytreant's steel ring of misery Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 36 Damage (Melee): 9 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 36 Damage (Ranged): 13 physical Changes stats: +4 Cun Changes resistances: +8% nature / +8% blight Poison immunity: +16% Disease immunity: +15% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Flashstun the dwarven-steel battleaxe (Nightmares) (48-72 power, 2 apr)Flashstun the dwarven-steel battleaxe (Nightmares) (48-72 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +21 mind Damage (radius 2) on crit: +21 mind When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 5% Damage when hit (Melee): 8 fire Changes stats: +7 Cun Changes resistances: +12% acid Changes damage: +21% acid Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel battleaxe (Madness) (31-46.5 power, 2 apr)caustic dwarven-steel battleaxe (Madness) (31-46.5 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +41 acid / +27 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +21% acid / +9% nature Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of amnesia (Shrouds) (58.5-87.75 power, 4 apr)voratun battleaxe of amnesia (Shrouds) (58.5-87.75 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Curse of Shrouds Massive two-handed battleaxes. |
Dagger of the Past (Misfortune) (25-32.5 power, 20 apr) Dagger of the Past (Misfortune) (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+0 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Misfortune Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level. Eludhelaith the voratun dagger (Corpses) (52.5-68.25 power, 9 apr)Eludhelaith the voratun dagger (Corpses) (52.5-68.25 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 52.5 - 68.3 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +19 nature When wielded/worn: Armour penetration: +17 Physical crit. chance: +12.0% Armour: +4 Changes resistances: +9% darkness Critical mult.: +29.00% Disarm immunity: +20% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr)Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. hateful stralite dagger of phasing (Corpses) (29.5-38.35 power, 26 apr)hateful stralite dagger of phasing (Corpses) (29.5-38.35 power, 26 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +26 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +18% Damage (Melee): +16 darkness Damage against: +11% Living Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of corruption (Madness) (17-22.1 power, 7 apr)plaguebringer's dwarven-steel dagger of corruption (Madness) (17-22.1 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +20% Curse of Madness Sharp, short and deadly. |
Morbusobsidian (Madness) (66-99 power, 4 apr) Morbusobsidian (Madness) (66-99 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 light / +4 temporal Damage against: +28% Undead When wielded/worn: Accuracy: +28 (+11 eff.) Physical power: +21 (+7 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +9 Con Changes resistances: +6% temporal Changes resistances penetration: +25% nature / +14% physical Disarm immunity: +39% Combat speed: +10% Curse of Madness Massive two-handed mauls. |
Obliterator (Corpses) (48-72 power, 10 apr) Obliterator (Corpses) (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 69 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% Curse of Corpses This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatmaul of torment (Corpses) (55.5-83.25 power, 3 apr)acidic stralite greatmaul of torment (Corpses) (55.5-83.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking stralite greatmaul of massacre (Nightmares) (68-102 power, 3 apr)truestriking stralite greatmaul of massacre (Nightmares) (68-102 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Borosk's Hate (Misfortune) (60-96 power, 22 apr)Borosk's Hate (Misfortune) (60-96 power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Misfortune This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of rage (Misfortune) (38-60.8 power, 2 apr)balanced dwarven-steel greatsword of rage (Misfortune) (38-60.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +33 (+13 eff.) Defense: +13 (+0 eff.) Changes stats: +10 Str Changes damage: +14% physical Disarm immunity: +45% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced stralite greatsword of massacre (Nightmares) (61.5-98.4 power, 3 apr)balanced stralite greatsword of massacre (Nightmares) (61.5-98.4 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +16 (+7 eff.) Defense: +14 (+0 eff.) Disarm immunity: +49% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatsword of massacre (Madness) (77.5-124 power, 4 apr)balanced voratun greatsword of massacre (Madness) (77.5-124 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.5 - 124.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +19 (+5 eff.) Disarm immunity: +45% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful voratun greatsword of massacre (Madness) (77.5-124 power, 4 apr)hateful voratun greatsword of massacre (Madness) (77.5-124 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.5 - 124.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +24% Living Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stormbringer's dwarven-steel greatsword of shearing (Corpses) (38-60.8 power, 2 apr)stormbringer's dwarven-steel greatsword of shearing (Corpses) (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 40% Wil, 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% Damage (radius 2) on crit: +23 lightning / +20 cold When wielded/worn: Accuracy: +20 (+9 eff.) Armour penetration: +13 Changes resistances penetration: +20% lightning / +20% cold / +12% all Movement speed: +48% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stormbringer's iron greatsword of persecution (Nightmares) (16.5-26.4 power, 1 apr)stormbringer's iron greatsword of persecution (Nightmares) (16.5-26.4 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +19 lightning / +19 cold Damage against: +12% Unnatural When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +12% lightning / +9% cold Movement speed: +34% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking iron greatsword of massacre (Misfortune) (24.5-39.2 power, 1 apr)truestriking iron greatsword of massacre (Misfortune) (24.5-39.2 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.5 - 39.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +9 Changes resistances penetration: +10% physical Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. fungal ash longbow of enduring (Shrouds)fungal ash longbow of enduring (Shrouds) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +19 Con / +12 Wil Talent mastery: +0.15 Wild-gift / Fungus Maximum life: +44.00 Curse of Shrouds It can be used to regenerate 158 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. fungal ash longbow of recursion (Corpses)fungal ash longbow of recursion (Corpses) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +5 Con Talent mastery: +0.30 Wild-gift / Fungus Curse of Corpses It can be used to regenerate 86 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of piercing (Corpses)mighty elven-wood longbow of piercing (Corpses) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +27 (+11 eff.) Armour penetration: +15 Physical power: +12 (+4 eff.) Changes stats: +6 Str Changes resistances penetration: +15% all Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Punae's Blade (Nightmares) (46-64.4 power, 4 apr)Punae's Blade (Nightmares) (46-64.4 power, 4 apr) Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+23 eff.) Combat speed: +20% Chance to avoid attacks: +10% Curse of Nightmares This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
This item will automatically be transmogrified when you leave the level. Windwrest (Corpses) (15-21 power, 3 apr)Windwrest (Corpses) (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 40% Wil, 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 hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +20 nature When wielded/worn: Changes stats: +4 Dex / +5 Wil Changes resistances penetration: +26% nature Reduces incoming crit damage: 15.66% Light radius: +3 See invisible: +24 Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite longsword of crippling (Corpses) (34-47.6 power, 5 apr)blazebringer's stralite longsword of crippling (Corpses) (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +72 fire When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +15% fire Global speed: +6% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword 'Offalbiter' (Corpses) (19.5-27.3 power, 2 apr)iron longsword 'Offalbiter' (Corpses) (19.5-27.3 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.5 - 27.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Damage when hit (Melee): 10 nature / 6 fire Changes resistances: +15% nature / +21% cold Changes resistances penetration: +15% nature Changes damage: +15% nature Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite longsword of torment (Shrouds) (33.5-46.9 power, 5 apr)slime-covered stralite longsword of torment (Shrouds) (33.5-46.9 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 64% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Shockstalker the iron mace (Misfortune) (13-18.2 power, 2 apr)Shockstalker the iron mace (Misfortune) (13-18.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +7 Armour: +10 Changes stats: +6 Str / +2 Cun / +5 Con Changes resistances: +5% arcane / +18% lightning Changes resistances penetration: +7% all Cut immunity: +21% Confusion immunity: +21% See invisible: +15 Healing mod.: +21% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel mace of the mystic (Madness) (13.5-18.9 power, 3 apr)balanced steel mace of the mystic (Madness) (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +7 (+0 eff.) Changes stats: +5 Mag / +5 Wil Disarm immunity: +24% Spellpower: +7 (+0 eff.) Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel mace of massacre (Misfortune) (38-53.2 power, 4 apr)caustic dwarven-steel mace of massacre (Misfortune) (38-53.2 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 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% Damage (radius 2) on crit: +20 acid / +20 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +17% acid / +11% nature Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Noonweeper' (Shrouds) (26.5-37.1 power, 4 apr)dwarven-steel mace 'Noonweeper' (Shrouds) (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 40% Wil, 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% When wielded/worn: Changes resistances: +12% acid / +21% light / +13% lightning / +44% cold / +13% fire / +9% nature / +7% all Changes damage: +31% light Spell save: +11 (+5 eff.) Light radius: +3 Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel mace of persecution (Madness) (26.5-37.1 power, 4 apr)hateful dwarven-steel mace of persecution (Madness) (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 40% Wil, 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% Damage (Melee): +13 darkness Damage against: +11% Living / +7% Unnatural When wielded/worn: Changes stats: +5 Wil Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Kilnswift the pulsing mindstar (Corpses) (31.5-34.65 power, 32 apr, mind damage)Kilnswift the pulsing mindstar (Corpses) (31.5-34.65 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 31.5 - 34.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +21 fire Damage (radius 1) on hit: +21 fire When wielded/worn: Armour: +8 Damage (Melee): 12 mind / 13 darkness Changes resistances: +31% fire Changes damage: +9% mind / +6% darkness Talent granted: +1 Attune Mindstar Critical mult.: +20.88% Maximum stamina: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Koridudor the Sulfurbane (Nightmares) (21-23.1 power, 41 apr, mind damage)Koridudor the Sulfurbane (Nightmares) (21-23.1 power, 41 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 21.0 - 23.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +41 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn Damage (Melee): +8 nature When wielded/worn: Changes stats: +4 Cun / +1 Wil Changes resistances: +9% arcane / +10% physical / +9% nature / +15% fire Changes resistances penetration: +20% physical / +9% mind / +15% darkness Changes damage: +9% physical / +14% mind / +22% darkness Talent granted: +1 Attune Mindstar Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. absorbing pulsing mindstar of flames (Corpses) (13.5-14.85 power, 32 apr, mind damage)absorbing pulsing mindstar of flames (Corpses) (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +21% lightning / +25% fire / +13% cold Changes resistances penetration: +9% fire Changes damage: +11% fire Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. epiphanous living mindstar of flames (Shrouds) (17-18.7 power, 40 apr, mind damage)epiphanous living mindstar of flames (Shrouds) (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes resistances: +15% fire Changes resistances penetration: +13% fire Changes damage: +19% mind / +5% fire Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +3.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +9% Global speed: +7% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of frost (Nightmares) (12-13.2 power, 32 apr, nature damage)harmonious pulsing mindstar of frost (Nightmares) (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +17 Damage (Melee): 12 cold Changes resistances: +6% nature / +8% cold Changes resistances penetration: +5% nature / +10% cold Changes damage: +7% nature / +9% cold Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hungering living mindstar (Corpses) (17-18.7 power, 40 apr, mind damage)hungering living mindstar (Corpses) (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +5.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to inflict 145.95 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic thorny mindstar (Corpses) (9-9.9 power, 24 apr, nature damage)mitotic thorny mindstar (Corpses) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 64% * 11% chance to reduce armor by 5% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Corpses It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic thorny mindstar (Shrouds) (7.5-8.25 power, 24 apr, nature damage)mitotic thorny mindstar (Shrouds) (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 64% * 8% chance to reduce armor by 5% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Shrouds It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar of life (Madness) (9-9.9 power, 24 apr, nature damage)wyrm's thorny mindstar of life (Madness) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning / 5 physical / 5 fire / 5 acid / 4 cold Changes resistances: +5% lightning / +5% physical / +5% cold / +6% fire / +5% acid Talent granted: +1 Attune Mindstar Life regen: +1.40 Maximum life: +27.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. Amanarihir the Sewerravage (Shrouds)Amanarihir the Sewerravage (Shrouds) Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +209% Damage (radius 2) on crit: +16 physical When wielded/worn: Changes stats: +10 Dex Changes resistances: +34% acid / +13% lightning / +13% cold / +13% fire / +7% all Changes resistances penetration: +15% nature / +26% cold Spell save: +23 (+11 eff.) Only die when reaching: -60.00 life Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Treebright (Misfortune)Treebright (Misfortune) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 4.0 - 4.4 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +25 (+9 eff.) Defense: +20 (+6 eff.) Ammo reloads per turn: +4 Changes stats: +3 Str / +8 Dex Changes resistances penetration: +26% nature Changes damage: +6% physical Only die when reaching: -60.00 life Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. caustic reinforced leather sling of enduring (Madness)caustic reinforced leather sling of enduring (Madness) Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +28 acid / +22 nature When wielded/worn: Armour penetration: +12 Changes stats: +6 Con / +12 Wil Changes resistances penetration: +10% acid / +7% nature Maximum life: +67.00 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of cold (Corpses)mighty hardened leather sling of cold (Corpses) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +14% cold Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Abysshash the yew vilestaff (Madness) (20-24 power, 4 apr, fire element)Abysshash the yew vilestaff (Madness) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +18% blight / +9% cold / +9% nature / +15% darkness Changes resistances penetration: +25% fire Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Reduces incoming crit damage: 15.66% Pinning immunity: +21% Spellpower: +9 (+0 eff.) Spell crit. chance: +14% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Iceblight the elm magestaff (Misfortune) (10-12 power, 2 apr, fire element)Iceblight the elm magestaff (Misfortune) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+0 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 29% Changes stats: +5 Mag Changes resistances: +15% cold Changes resistances penetration: +16% darkness / +26% cold Changes damage: +16% cold / +34% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 29.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Voremina the Heallord (Nightmares) (25-30 power, 5 apr, darkness element)Voremina the Heallord (Nightmares) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +7 Con Changes resistances: +9% lightning / +15% light / +15% blight / +5% arcane / +6% acid Changes damage: +25% darkness / +12% nature Talent granted: +1 Command Staff Spell save: +9 (+4 eff.) Life regen: +1.70 Spellpower: +21 (+8 eff.) Spell crit. chance: +4% Healing mod.: +26% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood vilestaff of wizardry (Corpses) (25-30 power, 5 apr, darkness element)cruel elven-wood vilestaff of wizardry (Corpses) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum mana: +54.00 Spellpower: +21 (+8 eff.) Spell crit. chance: +13% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm magestaff 'Scorpionpunish' (Misfortune) (10-12 power, 2 apr, cold element)elm magestaff 'Scorpionpunish' (Misfortune) (10-12 power, 2 apr, cold element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+0 eff.) Effects on melee hit: * 21 arcane resource burn Changes resistances: +12% lightning / +16% temporal / +9% nature / +5% arcane / +12% mind Changes resistances penetration: +15% nature Changes damage: +21% acid / +10% cold / +6% mind Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 29.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff 'Boltwreck' (Misfortune) (10-12 power, 2 apr, darkness element)elm vilestaff 'Boltwreck' (Misfortune) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+0 eff.) Changes stats: +2 Str / +4 Con Changes resistances: +6% lightning / +21% nature Changes resistances penetration: +26% lightning / +10% nature Changes damage: +16% lightning / +10% darkness / +16% nature Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 29.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood vilestaff of greater warding (Corpses) (25-30 power, 5 apr, darkness element)greater elven-wood vilestaff of greater warding (Corpses) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +8 (+0 eff.) Maximum wards: +3 blight / +3 fire / +3 darkness / +3 acid Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +23 (+10 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater yew vilestaff of greater warding (Nightmares) (20-24 power, 4 apr, blight element)greater yew vilestaff of greater warding (Nightmares) (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +9 (+0 eff.) Maximum wards: +3 blight / +3 fire / +3 darkness / +3 acid Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elm magestaff of channeling (Madness) (10-12 power, 2 apr, cold element)infernal elm magestaff of channeling (Madness) (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.13 Spellpower: +17 (+4 eff.) Spell crit. chance: +1% See invisible: +7 Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm vilestaff of channeling (Shrouds) (14-16.8 power, 2 apr, darkness element)potent elm vilestaff of channeling (Shrouds) (14-16.8 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 14.0 - 16.8 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +14% darkness Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower: +16 (+3 eff.) Spell crit. chance: +1% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Cracklewinter the iron waraxe (Nightmares) (13-18.2 power, 2 apr)Cracklewinter the iron waraxe (Nightmares) (13-18.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +21 darkness / +16 lightning When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Defense: +32 (+18 eff.) Changes stats: +6 Str Changes resistances penetration: +25% lightning Mental save: +15 (+7 eff.) Disarm immunity: +26% Stamina each turn: +3.13 Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Festersever the stralite waraxe (Misfortune) (30-42 power, 5 apr)Festersever the stralite waraxe (Misfortune) (30-42 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 43 arcane resource burn When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes resistances: +15% darkness / +6% blight Changes resistances penetration: +10% nature / +25% mind Changes damage: +21% nature / +12% mind Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blazebringer's iron waraxe of shearing (Shrouds) (10-14 power, 2 apr)blazebringer's iron waraxe of shearing (Shrouds) (10-14 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +14 fire When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +8% fire / +7% all Global speed: +3% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe of evisceration (Shrouds) (13-18.2 power, 3 apr)chilling steel waraxe of evisceration (Shrouds) (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +9 cold When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+3 eff.) Curse of Shrouds One-handed war axes. |
blurring hardened leather belt of burglary (Shrouds) blurring hardened leather belt of burglary (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+0 eff.) Changes stats: +5 Dex / +4 Cun / +7 Lck Trap disarming bonus: +11 Stealth bonus: +14 Infravision radius: +4 Curse of Shrouds A belt that goes around your waist. |
Mankini (Shrouds) (0 def, 0 armour) Mankini (Shrouds) (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Shrouds Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
This item will automatically be transmogrified when you leave the level. linen robe 'Hailstreaker' (Madness) (3 def, 3 armour)linen robe 'Hailstreaker' (Madness) (3 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% Changes resistances: +12% light / +7% all Changes resistances penetration: +10% acid Changes damage: +12% cold Physical save: +18 (+9 eff.) Mental save: +19 (+9 eff.) Disarm immunity: +21% Stun/Freeze immunity: +21% Life regen: +4.18 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of life (Shrouds) (0 def, 0 armour)mindwoven elven-silk robe of life (Shrouds) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% blight / +15% all Mental save: +21 (+9 eff.) Life regen: +4.60 Maximum life: +100.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +5% Healing mod.: +22% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of tirelessness (Corpses) (0 def, 3 armour)grounding pair of hardened leather boots of tirelessness (Corpses) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +10% lightning / +10% temporal Stamina each turn: +0.40 Maximum stamina: +18.00 Curse of Corpses A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots (Misfortune) (0 def, 4 armour)wanderer's pair of dwarven-steel boots (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Con Physical save: +14 (+7 eff.) Mental save: +19 (+9 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Flamewrought (Nightmares) (0 def, 2 armour)Flamewrought (Nightmares) (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 79.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level. Moldshine the drakeskin leather gloves (Nightmares) (15 def, 29 armour)Moldshine the drakeskin leather gloves (Nightmares) (15 def, 29 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +4 Armour: +29 Defense: +15 (+1 eff.) Damage (Melee): 15 physical Changes stats: +5 Str Changes resistances: +15% nature / +9% cold Changes damage: +11% physical Physical save: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. alchemist's voratun gauntlets of archery (Shrouds) (0 def, 3 armour)alchemist's voratun gauntlets of archery (Shrouds) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +11 Armour: +3 Fatigue: +5% Damage (Melee): 5 acid / 8 fire / 8 cold / 7 lightning Changes stats: +9 Dex / +4 Mag / +5 Wil / +7 Cun Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. blighted rough leather gloves of dexterity (+3) (Shrouds) (0 def, 1 armour)blighted rough leather gloves of dexterity (+3) (Shrouds) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Dex Changes resistances: +6% blight Changes damage: +4% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of dexterity (+5) (Nightmares) (0 def, 3 armour)drakeskin leather gloves of dexterity (+5) (Nightmares) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +3 Changes stats: +5 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. restful iron gauntlets of the nighthunter (Madness) (0 def, 1 armour)restful iron gauntlets of the nighthunter (Madness) (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +6% darkness Life regen: +2.00 Stamina each turn: +0.80 Maximum stamina: +10.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. scouring drakeskin leather gloves of dexterity (+4) (Misfortune) (0 def, 3 armour)scouring drakeskin leather gloves of dexterity (+4) (Misfortune) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +21 (+9 eff.) Armour: +3 Effects when hit in melee: * 27 arcane resource burn Changes stats: +4 Dex Spell save: +15 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. scouring voratun gauntlets of strength (+5) (Nightmares) (0 def, 3 armour)scouring voratun gauntlets of strength (+5) (Nightmares) (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +5% Effects when hit in melee: * 27 arcane resource burn Changes stats: +5 Str Spell save: +17 (+8 eff.) 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. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of arcana (Corpses) (2 def, 0 armour)aegis cashmere wizard hat of arcana (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Life regen: +2.80 Spellpower: +5 (+0 eff.) Damage Shield Power: +10% Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. catburglar's hardened leather cap of ire (Shrouds) (0 def, 3 armour)catburglar's hardened leather cap of ire (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Dex / +3 Con Changes resistances: +14% darkness Physical save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Infravision radius: +5 Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. champion's hardened leather cap of the depths (Madness) (0 def, 3 armour)champion's hardened leather cap of the depths (Madness) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Wil Changes resistances: +12% cold Allows you to breathe in: water Mental save: +9 (+5 eff.) Light radius: +2 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dragonslayer's iron helm of trickery (Madness) (0 def, 3 armour)dragonslayer's iron helm of trickery (Madness) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +7% acid / +7% fire / +6% lightning / +7% cold Curse of Madness 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. dwarven-steel helm 'Eradir' (Misfortune) (0 def, 4 armour)dwarven-steel helm 'Eradir' (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 acid / 10 physical Changes stats: +5 Dex Changes resistances: +11% lightning / +11% temporal Changes resistances penetration: +26% mind / +20% physical Changes damage: +12% mind Curse of Misfortune 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. insulating hardened leather cap of strength (+5) (Corpses) (0 def, 3 armour)insulating hardened leather cap of strength (+5) (Corpses) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes resistances: +10% fire / +8% cold Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing cashmere wizard hat of the mountain (+13%) (Misfortune) (2 def, 0 armour)stabilizing cashmere wizard hat of the mountain (+13%) (Misfortune) (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Wil Changes resistances: +13% physical Changes damage: +13% physical Physical save: +9 (+4 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of sanctity (Madness) (0 def, 3 armour)stabilizing hardened leather cap of sanctity (Madness) (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% blight / +8% darkness Physical save: +15 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+5 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 1 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. warlord's iron helm of knowledge (Misfortune) (0 def, 3 armour)warlord's iron helm of knowledge (Misfortune) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +7 Wil / +3 Cun Changes resistances: +7% physical Physical save: +7 (+3 eff.) Mindpower: +4 (+1 eff.) Curse of Misfortune 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. Jetrace (Nightmares) (4 def, 17 armour)Jetrace (Nightmares) (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+0 eff.) Fatigue: +12% Changes stats: +8 Cun Changes resistances: +18% darkness Equilibrium when hit: +0.16 Psi when hit: +0.12 Hate when firing a critical mind attack: +5.22 Maximum psi: +30.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +5% Light radius: +3 Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Porynne (Shrouds) (18 def, 23 armour)Porynne (Shrouds) (18 def, 23 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +20 (+9 eff.) Armour penetration: +2 Physical power: +20 (+7 eff.) Armour: +23 Defense: +18 (+4 eff.) Fatigue: +24% Changes stats: +6 Cun / +9 Con Changes resistances: +30% temporal / +11% fire / +12% darkness / -19% light Changes resistances penetration: +20% blight Changes damage: +6% blight Physical save: +15 (+7 eff.) Spell save: +10 (+5 eff.) Mental save: +35 (+14 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of the deep (Corpses) (4 def, 12 armour)enlightening stralite mail armour of the deep (Corpses) (4 def, 12 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+0 eff.) Fatigue: +12% Changes stats: +5 Cun / +6 Wil Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Mental save: +17 (+8 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour (Shrouds) (5 def, 10 armour)enlightening voratun mail armour (Shrouds) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Mental save: +23 (+10 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of command (Shrouds) (18 def, 27 armour)hardened voratun mail armour of command (Shrouds) (18 def, 27 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +27 Defense: +18 (+4 eff.) Fatigue: +12% Changes stats: +4 Cun Changes resistances: +7% acid / +11% physical / +11% cold / +10% lightning / +8% fire Mental save: +20 (+9 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour of acid resistance (Madness) (5 def, 10 armour)rejuvenating voratun mail armour of acid resistance (Madness) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Changes resistances: +28% acid Life regen: +5.20 Stamina each turn: +1.80 Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing iron mail armour of thunder (Shrouds) (2 def, 4 armour)searing iron mail armour of thunder (Shrouds) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+4 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +4 Str / +5 Mag / +4 Wil Changes resistances: +12% lightning / +12% fire / +13% acid Spellpower: +12 (+0 eff.) Spell crit. chance: +5% Mindpower: +13 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of Eyal (Nightmares) (5 def, 10 armour)voratun mail armour of Eyal (Nightmares) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Life regen: +7.00 Maximum life: +76.00 Healing mod.: +15% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Eel-skin armour (Shrouds) (16 def, 0 armour)Eel-skin armour (Shrouds) (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Shrouds It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 70.54 to 211.61 lightning damage (141.08 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level. volcanic drakeskin leather armour (Corpses) (20 def, 19 armour)volcanic drakeskin leather armour (Corpses) (20 def, 19 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+6 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes resistances: +21% fire / +28% physical Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Blastknave (Nightmares) (0 def, 13 armour)Blastknave (Nightmares) (0 def, 13 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +10 Cun / +3 Wil Changes resistances: +7% acid / +7% physical / +22% cold / +7% lightning / +7% fire Changes resistances penetration: +26% lightning Changes damage: +12% cold Mental save: +15 (+7 eff.) Equilibrium when hit: +0.20 Mental crit. chance: +2% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Borfast's Cage (Corpses) (10 def, 20 armour)Borfast's Cage (Corpses) (10 def, 20 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+0 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+7 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Corpses Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
This item will automatically be transmogrified when you leave the level. fearforged dwarven-steel plate armour of thunder (Nightmares) (0 def, 11 armour)fearforged dwarven-steel plate armour of thunder (Nightmares) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+6 eff.) Armour: +11 Fatigue: +32% Changes stats: +6 Str / +8 Mag / +6 Wil / +7 Con Changes resistances: +13% lightning / +7% fire / -14% light / +9% darkness Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Spellpower: +12 (+0 eff.) Spell crit. chance: +7% Mindpower: +15 (+4 eff.) Mental crit. chance: +7% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Glaciermaster' (Nightmares) (0 def, 9 armour)steel plate armour 'Glaciermaster' (Nightmares) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +21% cold Changes resistances penetration: +10% cold Changes damage: +30% cold Critical mult.: +20.88% Maximum psi: +52.20 Mindpower: +20 (+5 eff.) Mental crit. chance: +4% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Coalglory the dwarven-steel shield (Corpses) (0 def, 6 armour, 28-33.6 power, 78.5 block)Coalglory the dwarven-steel shield (Corpses) (0 def, 6 armour, 28-33.6 power, 78.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 On weapon hit: * 21% chance to reduce damage dealt by 29% Damage (Melee): +20 light / +8 darkness Damage (radius 1) on hit: +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Str / +2 Dex / +8 Mag / +7 Wil / +3 Cun Changes resistances: +24% cold Talent granted: +1 Block Light radius: +3 Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. coruscating stralite shield of shrapnel (Madness) (0 def, 8 armour, 47-56.4 power, 135 block)coruscating stralite shield of shrapnel (Madness) (0 def, 8 armour, 47-56.4 power, 135 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +135 Damage (Melee): +14 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 21 fire On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) Changes stats: +4 Str Changes resistances: +15% fire Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy steel shield of fire resistance (+18%) (Nightmares) (0 def, 4 armour, 15.5-18.6 power, 39.5 block)icy steel shield of fire resistance (+18%) (Nightmares) (0 def, 4 armour, 15.5-18.6 power, 39.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 13 cold Damage when hit (Melee): 5 ice Changes resistances: +18% fire Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of resilience (Madness) (0 def, 5 armour, 8.5-10.2 power, 45 block)reinforced iron shield of resilience (Madness) (0 def, 5 armour, 8.5-10.2 power, 45 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +45 When wielded/worn: Armour: +5 Fatigue: +8% Talent granted: +1 Block Maximum life: +50.00 Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded steel shield (Nightmares) (0 def, 4 armour, 16.5-19.8 power, 38.5 block)warded steel shield (Nightmares) (0 def, 4 armour, 16.5-19.8 power, 38.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +4 Fatigue: +8% Maximum wards: +5 lightning / +5 temporal / +5 darkness / +5 fire / +5 nature / +5 blight / +5 cold / +5 arcane / +5 light Talents granted: +1 Ward +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Eremedebar (18/18, 42.5-59.5 power, 14 apr)Eremedebar (18/18, 42.5-59.5 power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 21% chance to slow global speed by 64% * 21% chance to reduce all saves and defense by 36 Damage (Ranged): +20 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of daylight (20/20, 57-79.8 power, 14 apr)barbed quiver of elven-wood arrows of daylight (20/20, 57-79.8 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 57.0 - 79.8 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +17.5% Capacity: 20 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 light Damage against: +30% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. slimey quiver of elven-wood arrows of wind (16/16, 41.5-58.1 power, 14 apr)slimey quiver of elven-wood arrows of wind (16/16, 41.5-58.1 power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 16 On weapon hit: * 17% chance to slow global speed by 64% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
207 alchemist agate 207 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. |
4 onyx 4 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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 (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
This item will automatically be transmogrified when you leave the level. Woepiercer the pouch of dwarven-steel shots (18/18, 30.5-36.6 power, 3 apr)Woepiercer the pouch of dwarven-steel shots (18/18, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 21 arcane resource burn * 20% chance to create vines that bind the target to the ground dealing 244 nature damage and pinning them for 3 turns Damage (radius 1) on hit: +21 darkness Damage (radius 2) on crit: +21 acid / +21 fire / +21 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elm totem of healing 'Darkquell' [power 128] (15 cooldown)elm totem of healing 'Darkquell' [power 128] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +6 Str / +4 Mag / +6 Wil / +2 Cun Changes resistances: +15% darkness / +9% cold Changes damage: +6% darkness Reduces incoming crit damage: 10.00% It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. soothing yew wand of conjuration [power 230] (15 cooldown)soothing yew wand of conjuration [power 230] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 245 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. supercharged elven-wood wand of lightning storm [power 482] (17 cooldown)supercharged elven-wood wand of lightning storm [power 482] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 102 lightning damage and will be dazed for 1 turn (513 total damage) Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz 5 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
3 citrine 3 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 zircon 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
By Guts the Cornac Cursed level 29
22nd Haze 122nd year of Ascendancy at 15:07 see stats
By Guts the Cornac Cursed level 25
11st Haze 122nd year of Ascendancy at 00:04 see stats
By Guts the Cornac Cursed level 29
22nd Haze 122nd year of Ascendancy at 11:47 see stats
By Guts the Cornac Cursed level 10
10th Mirth 122nd year of Ascendancy at 15:30 see stats
By Guts the Cornac Cursed level 20
5th Flare 122nd year of Ascendancy at 20:27 see stats
By Guts the Cornac Cursed level 30
23rd Haze 122nd year of Ascendancy at 20:31 see stats
By Guts the Cornac Cursed level 26
11st Haze 122nd year of Ascendancy at 13:35 see stats
By Guts the Cornac Cursed level 22
28th Dusk 122nd year of Ascendancy at 13:59 see stats
By Guts the Cornac Cursed level 30
24th Haze 122nd year of Ascendancy at 11:01 see stats
By Guts the Cornac Cursed level 26
11st Haze 122nd year of Ascendancy at 13:35 see stats
By Guts the Cornac Cursed level 26
11st Haze 122nd year of Ascendancy at 13:35 see stats
By Guts the Cornac Cursed level 31
40th Haze 122nd year of Ascendancy at 14:03 see stats
By Guts the Cornac Cursed level 31
39th Haze 122nd year of Ascendancy at 07:01 see stats
By Guts the Cornac Cursed level 29
22nd Haze 122nd year of Ascendancy at 15:07 see stats
By Guts the Cornac Cursed level 26
11st Haze 122nd year of Ascendancy at 13:35 see stats
By Guts the Cornac Cursed level 26
11st Haze 122nd year of Ascendancy at 11:46 see stats
By Guts the Cornac Cursed level 17
3rd Flare 122nd year of Ascendancy at 13:57 see stats
Log
Something hits Something for (37 blocked), 0 physical, (8 blocked), 0 physical (0 total damage).
Guts resists the knockback!
Something receives 1 healing (4 psi heal).
Greater Weapon Focus from Vorudhenor the slimy ooze hits Guts for 276 physical damage.
Something hits Guts for 108 physical damage.
Something shoves Something aside.
Something performs a melee critical strike against Guts!
Guts HEALS from nature damage!
Something hits Guts for 51 nature damage.
Something hits Guts for 123 nature, 3 physical, 24 physical, 14 fire, 59 nature, 3 physical, 24 physical, 14 fire (265 total damage).
Cyrinne the crimson ooze's Beyond the Flesh performs a melee critical strike against Guts!
Guts HEALS from nature damage!
Cyrinne the crimson ooze's Beyond the Flesh hits Guts for 146 physical, 9 nature, 3 physical, 24 physical, 14 fire (196 total damage).
Guts HEALS from nature damage!
Insidious Poison from Yvoramina the slimy ooze hits Guts for 16 nature damage.
Deep Wound from Arille the slimy ooze hits Guts for 23 physical damage.
Burning from Glathra the poison ooze hits Guts for 20 fire damage.
Guts is free from the mental invasion.
Guts stops burning.
Guts is not disabled anymore.
Guts is no longer poisoned.
Guts recovers sight.
Guts is less vulnerable.
Guts deactivates Gloom.
Guts speeds up.
Guts is not crippled anymore.
Guts deactivates Stalk.
Guts is no longer pinned.
Guts's deep wound closes.