Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Superhuman |
Class | Adventurer |
Level / Exp | 71 / 2% |
Size | huge |
Lifes / Deaths | Killed by Ce'Nissra the war bear at level 10 on the 79th Pyre 122nd year of Ascendancy at 11:58 0 / 7Killed by Emeladata the cold drake hatchling at level 42 on the 55th Dusk 122nd year of Ascendancy at 16:40 Killed by Layann the ultimate teluvorta at level 70 on the 57th Dusk 122nd year of Ascendancy at 01:38 Killed by Glira the greater telugoroth at level 70 on the 57th Dusk 122nd year of Ascendancy at 03:08 Killed by Glywyn the ultimate teluvorta at level 70 on the 57th Dusk 122nd year of Ascendancy at 07:35 Killed by shadow at level 70 on the 57th Dusk 122nd year of Ascendancy at 09:43 Killed by Arutta the greater telugoroth at level 70 on the 57th Dusk 122nd year of Ascendancy at 12:43 |
Primary Stats
Strength | 200.58642369135 (base 76) |
Dexterity | 139.17284738271 (base 54) |
Constitution | 156 (base 81) |
Magic | 139.58642369135 (base 64) |
Willpower | 159.17284738271 (base 64) |
Cunning | 99.172847382706 (base 44) |
Resources
Mana | 1261/1261 |
Negative | 93/257 |
Life | 7564/7564 |
Souls | 10/10 |
Hate | 94/100 |
Equilibrium | 20 |
Vim | 398/398 |
Positive | 82/227 |
Stamina | 674/674 |
Healing Factor | 0.97299916121964 |
Regeneration | 20.182808697993 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 21 |
See Invisible | 8.9999999999999 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 560 |
Accuracy | 93 |
Crit Chance | 123% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 87.084198633579 |
Crit Chance | 68% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 94.47666879333 |
Crit Chance | 76% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 78.30863224038 (92%) |
Defense | 52.927781322218 |
Ranged Defense | 54.789922552669 |
Fatigue | 0 |
Physical Save | 96.597771653726 |
Spell Save | 92.149870970515 |
Mental Save | 69.617748291974 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 76% |
Pinning Resistance | 61% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 59% |
Stun Resistance | 59% |
Instadeath Resistance | 100% |
Blind Resistance | 81% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 753 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 709 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 857.49 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Cunning / Tactical | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Celestial / Star fury | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.00 |
| 5/5 |
| 1/5 |
| 7/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 7/5 |
| 1/5 |
| 5/5 |
| 7/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Spell / Necrotic minions | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Enhancement | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 6/5 |
Celestial / Radiance | 1.00 |
| 7/5 |
| 6/5 |
| 7/5 |
| 6/5 |
Celestial / Twilight | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 7/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Cursed / Cursed form | 1.20 |
| 7/5 |
| 6/5 |
| 6/5 |
| 7/5 |
Celestial / Light | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.00 |
| 7/5 |
| 6/5 |
| 6/5 |
| 7/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Conditioning | 1.00 |
| 7/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Searing Sight |
talent | Inner Power |
talent | Abyssal Shield |
talent | Necrotic Aura |
talent | Elemental Harmony |
talent | Call Shadows |
talent | Gloom |
talent | Fiery Hands |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.6)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 14.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Countering melee attacks: Has a 37% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.6)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.6): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +14 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 21 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 12 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +7 Defense, +4 Ranged Defense Power 2+: -1 Luck, +6 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Emelithra the ice wyrm. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 106. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Manikalthothel (Nightmares) (0 def, 5 armour) Manikalthothel (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +7 Mag / +6 Wil / +19 Con Changes resistances: +14% fire / +30% temporal / +25% darkness / +15% cold Changes resistances penetration: +20% temporal / +18% darkness / +10% physical Changes damage: +10% acid / +10% physical / +9% arcane / +10% blight Disease immunity: +42% Mana each turn: +0.04 Vim when firing critical spell: +4.00 Spellpower: +22 (+4 eff.) Mindpower: +9 (+2 eff.) Light radius: +3 Infravision radius: +2 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +20 Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% Size category: +1 Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 43 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Alolathaldil (Nightmares) Alolathaldil (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +1 Dex / +5 Mag / +10 Wil / +2 Cun Changes damage: +9% arcane Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Spellpower: +7 (+1 eff.) Light radius: +10 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | voratun helm 'Emibeth' (Misfortune) (0 def, 5 armour) voratun helm 'Emibeth' (Misfortune) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +21 Dex / +7 Con Changes resistances: +49% darkness Critical mult.: +3.00% Physical save: +10 (+2 eff.) Maximum stamina: +5.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Infravision radius: +19 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Emeluba (dig speed 14 turns) Emeluba (dig speed 14 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Str / +4 Dex / +2 Wil / +6 Con Changes resistances: +13% nature Changes damage: +9% nature / +9% acid Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +10 (+2 eff.) Lowers spell cool-downs by: 10% Mental crit. chance: +2% Light radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Elymitira (Nightmares) Elymitira (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -7% Changes stats: +5 Mag / +10 Wil / +5 Cun Maximum encumbrance: +22 Physical save: +16 (+3 eff.) Pinning immunity: +5% Knockback immunity: +20% Stamina each turn: +0.60 Maximum life: +10.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
On fingers | copper ring 'Noonwyrd' (Nightmares) copper ring 'Noonwyrd' (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 4 fire Changes stats: +9 Mag / +5 Wil / +3 Cun Changes resistances: +14% acid / +6% light / +20% fire / +11% cold / +14% lightning Changes resistances penetration: +15% fire Changes damage: +6% light Physical save: +8 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +26.00 Spellpower: +13 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
Around waist | Chargehunt the hardened leather belt (Nightmares) Chargehunt the hardened leather belt (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 mind / 16 lightning Changes stats: +5 Str / +5 Dex / +5 Cun / +4 Con Changes resistances: +12% lightning Changes damage: +6% lightning Physical save: +14 (+3 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Size category: +1 Curse of Nightmares A belt that goes around your waist. |
In main hand | Dethblyd (Misfortune) (70-112 power, 18 apr) Dethblyd (Misfortune) (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Misfortune Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
On hands | Brenumatir the Skypain (Nightmares) (0 def, 3 armour) Brenumatir the Skypain (Nightmares) (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +37 (+6 eff.) Armour penetration: +11 Armour: +3 Damage (Melee): 13 blight / 16 light / 17 arcane Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +20 Dex / +10 Mag / +6 Wil / +14 Cun Changes resistances: +10% blight / +11% light / +9% arcane Changes resistances penetration: +10% lightning Changes damage: +8% blight / +11% light / +6% nature Talent cooldown: Double Strike (-1 turn) Physical save: +25 (+5 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +29.00 Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Ulytar (Corpses) (7 def, 31 armour) Ulytar (Corpses) (7 def, 31 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +31 Defense: +7 (+2 eff.) Fatigue: +17% Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 19 acid / 20 fire Damage when hit (Melee): 15 acid / 12 fire / 8 arcane Changes stats: +12 Str / +11 Con Changes resistances: +68% acid / +21% physical / +24% temporal / +35% fire / +12% cold / +5% arcane / +11% lightning Changes damage: +9% temporal Physical save: +35 (+6 eff.) Maximum life: +172.00 Curse of Corpses A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Islolevena' (Madness) (3 def, 0 armour) elven-silk cloak 'Islolevena' (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Defense: +3 (+1 eff.) Changes stats: +4 Str / +8 Mag / +12 Wil / +3 Con Changes resistances: +27% darkness / +28% temporal Spell save: +36 (+7 eff.) Mental save: +11 (+3 eff.) Mana each turn: +0.12 Mana when firing critical spell: +1.00 Maximum mana: +156.00 Defense after a teleport: +27 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% Curse of Madness It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Neradatha (Corpses) Neradatha (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 acid Changes stats: +5 Str / +6 Dex / +12 Wil Changes resistances: +18% temporal Changes resistances penetration: +15% blight Changes damage: +18% acid Talent masteries: +0.22 Psionic / Dream Smith +0.22 Chronomancy / Spacetime Weaving Pinning immunity: +32% Knockback immunity: +28% Life regen: +2.40 Curse of Corpses Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 21%; cure magical)wild infusion (resist 21%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Ce'Narada (Nightmares) Ce'Narada (Nightmares)Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +2 Dex / +2 Mag / +1 Wil / +1 Cun Changes resistances: +12% mind Changes damage: +5% temporal / +5% light / +6% blight / +6% fire / +5% physical / +5% darkness Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +10 (+2 eff.) Confusion immunity: +24% Life regen: +0.20 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Curse of Nightmares Amulets can have magical properties. |
Feathersteel Amulet (Misfortune) Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Misfortune The weight of the world seems a little lighter with this amulet around your neck. |
Flashhacker the gold amulet (Madness) Flashhacker the gold amulet (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +3 Wil / +5 Con Changes resistances: +17% lightning / +11% physical Changes resistances penetration: +20% lightning / +10% acid Changes damage: +3% acid / +6% lightning Mental save: +8 (+2 eff.) Confusion immunity: +15% Stun/Freeze immunity: +31% Stamina each turn: +0.80 Mindpower: +8 (+2 eff.) Curse of Madness Amulets can have magical properties. |
Withering Orbs (Misfortune) Withering Orbs (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Getuleg' (Shrouds) gold amulet 'Getuleg' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +10 Lck / +1 Wil Changes resistances: +3% blight / +9% physical / +17% light / +21% darkness Grants telepathy: Humanoid/Orc Talent masteries: +0.26 Celestial / Star fury +0.26 Wild-gift / Summoning (melee) Mental save: +3 (+1 eff.) Blindness immunity: +28% Stamina each turn: +0.60 Maximum hate: +4.00 Mental crit. chance: +5% Reduce all damage from unseen attackers: 13% Curse of Shrouds Amulets can have magical properties. |
warrior's steel amulet of strength (+3) (Corpses) warrior's steel amulet of strength (+3) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% physical Stamina each turn: +0.40 Curse of Corpses Amulets can have magical properties. |
Inertial Twine (Misfortune) Inertial Twine (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
copper ring 'Dagirion' (Shrouds) copper ring 'Dagirion' (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +2 (+0 eff.) Fatigue: -2% Changes stats: +5 Dex / +2 Wil / +5 Cun / +2 Con Changes resistances: +24% darkness / +11% blight Changes resistances penetration: +5% arcane Changes damage: +12% darkness / +11% blight Spell save: +3 (+1 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Spellpower: +4 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
copper ring 'Radhuthel' (Shrouds) copper ring 'Radhuthel' (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 14% chance to blind Effects on ranged hit: * 13% chance to blind Changes resistances: +18% acid Changes damage: +3% arcane Mental save: +18 (+4 eff.) Disease immunity: +10% Spellpower: +6 (+1 eff.) Mindpower: +7 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ring of blinding strikes (Misfortune)gold ring of blinding strikes (Misfortune) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 15% chance to blind Curse of Misfortune Rings can have magical properties. |
Arina (Shrouds) (23.5-35.25 power, 1 apr) Arina (Shrouds) (23.5-35.25 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.5 - 35.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Changes stats: +1 Str / +2 Mag / +2 Cun / +1 Con Changes damage: +3% arcane Grants telepathy: Humanoid/Orc Curse of Shrouds Massive two-handed battleaxes. |
Blazerain the iron battleaxe (Madness) (14-21 power, 10 apr) Blazerain the iron battleaxe (Madness) (14-21 power, 10 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% When wielded/worn: Armour penetration: +11 Physical crit. chance: +9.0% Changes resistances: +12% fire Critical mult.: +16.00% Only die when reaching: -80.00 life Curse of Madness Massive two-handed battleaxes. |
Eksatin's Ultimatum (Madness) (63-94.5 power, 25 apr) Eksatin's Ultimatum (Madness) (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% Curse of Madness This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Stormfront (Corpses) (20-30 power, 2 apr) Stormfront (Corpses) (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold Curse of Corpses The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel battleaxe of massacre (Madness) (43-64.5 power, 2 apr)warbringer's dwarven-steel battleaxe of massacre (Madness) (43-64.5 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: 43.0 - 64.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +29% Curse of Madness Massive two-handed battleaxes. |
Borosk's Hate (Corpses) (60-96 power, 22 apr) Borosk's Hate (Corpses) (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: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical 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 Corpses This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Colaryem (Nightmares) (48-76.8 power, 12 apr) Colaryem (Nightmares) (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Nightmares This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (Nightmares) (42-67.2 power, 4 apr) Genocide (Nightmares) (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Nightmares Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Merkul's Second Eye (Madness) Merkul's Second Eye (Madness)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Madness This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level. throat-seeking elven-wood longbow of nature (Nightmares)throat-seeking elven-wood longbow of nature (Nightmares) Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +28 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +18% nature Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Morrigor (Corpses) (50-70 power, 12 apr) Morrigor (Corpses) (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 30% Wil, 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal bonus arcane and darkness damage On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+5 eff.) Spell crit. chance: +12% Curse of Corpses This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
The Black Spike (Shrouds) (48-67.2 power, 20 apr) The Black Spike (Shrouds) (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Shrouds "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level. arcing stralite longsword (Nightmares) (35-49 power, 5 apr)arcing stralite longsword (Nightmares) (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Curse of Nightmares Sharp, long, and deadly. |
iron longsword (Corpses) (10.5-14.7 power, 2 apr) iron longsword (Corpses) (10.5-14.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite mace (Nightmares) (35.5-49.7 power, 5 apr)warbringer's stralite mace (Nightmares) (35.5-49.7 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +30% Curse of Nightmares Blunt and deadly. |
Charged Focus (Misfortune) (10-11 power, 24 apr, lightning damage) Charged Focus (Misfortune) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Curse of Misfortune Electrical energies are focussed in the core of this mindstar. |
Eye of Summer (Nightmares) (8-8.8 power, 18 apr, fire damage) Eye of Summer (Nightmares) (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a bright warm light, but seems somehow incomplete. |
Crystal Shard (Shrouds) (16-19.2 power, 4 apr, physical element) Crystal Shard (Shrouds) (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Sceptre of the Archlich (Shrouds) (40-48 power, 12 apr, physical element) Sceptre of the Archlich (Shrouds) (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 180% Mag, 30% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+6 eff.) Spell crit. chance: +14% Curse of Shrouds This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level. void walker's elven-wood magestaff of warding (Madness) (25-30 power, 5 apr, cold element)void walker's elven-wood magestaff of warding (Madness) (25-30 power, 5 apr, cold 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: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes resistances: +7% darkness / +12% temporal Maximum wards: +2 cold Changes damage: +25% cold Talents granted: +3 Ward +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Defense after a teleport: +9 Resist all after a teleport: +14% New effects duration reduction after a teleport: +28% Reduces paradox anomalies(equivalent to willpower): +16 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (Nightmares) (33-46.2 power, 4.5 apr) Blood-Letter (Nightmares) (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level. Hydra's Bite (Madness) (56-61.6 power, 7 apr)Hydra's Bite (Madness) (56-61.6 power, 7 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning Curse of Madness This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Glorynn (Madness) Glorynn (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +5 Con Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +5% mind Mental save: +14 (+4 eff.) Mindpower: +9 (+2 eff.) Light radius: +2 Infravision radius: +1 Heals friendly targets nearby when you use a nature summon: +10 Curse of Madness A belt that goes around your waist. |
rough leather belt 'Glotta' (Nightmares) rough leather belt 'Glotta' (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) Mental crit. chance: +2% Light radius: +3 Curse of Nightmares It can be used to create a temporary shield that absorbs 197 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Camyrabers the linen cloak (Madness) (1 def, 0 armour) Camyrabers the linen cloak (Madness) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Str / +1 Dex / +2 Cun / +4 Con Maximum life: +64.00 Infravision radius: +1 Healing mod.: +5% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salotta (Shrouds) (1 def, 6 armour) Salotta (Shrouds) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +11% cold Changes damage: +3% physical Reduces incoming crit damage: 5.00% Maximum life: +20.00 Healing mod.: +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Corpses) (10 def, 0 armour) Serpentine Cloak (Corpses) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Curse of Corpses It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 14 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Anudir the pair of iron boots (Shrouds) (0 def, 8 armour) Anudir the pair of iron boots (Shrouds) (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +1 Wil Critical mult.: +10.00% Spell save: +20 (+4 eff.) Life regen: +1.80 Mana each turn: +0.12 Mana when firing critical spell: +1.00 Infravision radius: +2 Healing mod.: +11% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashstar the pair of dwarven-steel boots (Shrouds) (0 def, 8 armour) Flashstar the pair of dwarven-steel boots (Shrouds) (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -5% Changes stats: +3 Cun / +3 Con Changes resistances: +10% fire / +21% temporal / +17% darkness / +10% cold Changes resistances penetration: +14% temporal / +13% darkness / +10% fire Changes damage: +9% fire Maximum encumbrance: +30 Physical save: +24 (+5 eff.) Mental save: +21 (+5 eff.) Blindness immunity: +5% Confusion immunity: +20% Stun/Freeze immunity: +5% Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (Corpses) (1 def, 4 armour) Frost Treads (Corpses) (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (Corpses) (2 def, 1 armour) The Black Boots (Corpses) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Corpses "It's a treacherous road to the top of the world." |
pair of drakeskin leather boots 'Grinichak' (Shrouds) (0 def, 10 armour) pair of drakeskin leather boots 'Grinichak' (Shrouds) (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Armour: +10 Fatigue: +5% Changes stats: +5 Dex / +4 Cun / +7 Con Changes resistances: +12% acid / +18% fire / +11% lightning / +23% cold Reduces incoming crit damage: 15.00% Physical save: +19 (+4 eff.) Mental save: +15 (+4 eff.) Light radius: +2 See invisible: +12 Curse of Shrouds A pair of boots made of leather. |
Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour) Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Curse of Nightmares It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (Madness) (0 def, 8 armour) Gloves of the Firm Hand (Madness) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Madness These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gogaba (Madness) (0 def, 1 armour) Gogaba (Madness) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Armour: +1 Damage (Melee): 8 darkness Changes stats: +2 Str / +6 Dex / +6 Cun / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +5% physical Changes damage: +4% darkness Maximum encumbrance: +10 Stamina each turn: +0.80 Curse of Madness 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: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tempestwill (Shrouds) (0 def, 1 armour) Tempestwill (Shrouds) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Damage (Melee): 7 acid Damage when hit (Melee): 8 lightning Changes stats: +2 Mag Changes resistances: +6% acid Changes damage: +4% acid Critical mult.: +6.00% Spell crit. chance: +7% Mental crit. chance: +6% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Willowpride the rough leather gloves (Nightmares) (0 def, 1 armour) Willowpride the rough leather gloves (Nightmares) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Damage when hit (Melee): 4 light Changes stats: +2 Str / +3 Dex / +3 Cun / +2 Con Changes resistances: +6% blight / +9% nature / +3% light Changes resistances penetration: +5% light Changes damage: +4% blight Talent cooldown: Double Strike (-1 turn) Physical save: +16 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +25% Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (Shrouds) (0 def, 0 armour) Aletta's Diadem (Shrouds) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 185.97 mind damage and cripples the target's higher mental functions, reducing cunning by 22 and confusing (37% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Bregaleg the hardened leather cap (Madness) (0 def, 3 armour) Bregaleg the hardened leather cap (Madness) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +2 (+0 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 mind Changes resistances: +10% fire / +7% cold Changes damage: +3% mind Allows you to breathe in: water Physical save: +23 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +5.00 Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Corpsepierce the dwarven-steel helm (Nightmares) (0 def, 4 armour)Corpsepierce the dwarven-steel helm (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +7 Str Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +9% nature Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (Shrouds) (13 def, 0 armour) Crown of Burning Pain (Shrouds) (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Shrouds It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 197.56 fire and 199.60 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Eternal Night (Corpses) (0 def, 3 armour) Crown of Eternal Night (Corpses) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Corpses This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Hat of Arcane Understanding (Madness) (2 def, 0 armour) Hat of Arcane Understanding (Madness) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Madness A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Islinn (Shrouds) (0 def, 3 armour) Islinn (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 6 physical Changes stats: +5 Str / +2 Wil / +2 Cun / +2 Con Changes resistances: +6% blight Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Light radius: +3 Infravision radius: +1 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silyba the dwarven-steel helm (Corpses) (0 def, 6 armour) Silyba the dwarven-steel helm (Corpses) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +11 Str / +4 Dex Changes resistances: +13% light / +6% cold / +6% mind / +38% darkness Changes resistances penetration: +15% acid Poison immunity: +5% Infravision radius: +5 Curse of Corpses It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1058.1 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Deepsmonster' (Madness) (0 def, 1 armour) rough leather cap 'Deepsmonster' (Madness) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 16 nature Changes stats: +3 Con Changes resistances: +11% light / +11% darkness Changes resistances penetration: +5% darkness Changes damage: +6% nature / +6% darkness Curse of Madness A cap made of leather. |
rough leather cap of constitution (+2) (Madness) (0 def, 1 armour) rough leather cap of constitution (+2) (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Curse of Madness A cap made of leather. |
Haliruirig the dwarven-steel mail armour (Nightmares) (3 def, 26 armour) Haliruirig the dwarven-steel mail armour (Nightmares) (3 def, 26 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +26 Defense: +3 (+1 eff.) Fatigue: +9% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes stats: +4 Str / +4 Con Changes resistances: +8% acid / +9% cold Changes resistances penetration: +25% temporal Changes damage: +6% blight Allows you to breathe in: water Physical save: +9 (+2 eff.) Maximum life: +59.00 Curse of Nightmares A suit of armour made of mail. |
Iron Mail of Bloodletting (Nightmares) (2 def, 4 armour) Iron Mail of Bloodletting (Nightmares) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Curse of Nightmares It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Niyon the Glowworth (Shrouds) (2 def, 4 armour) Niyon the Glowworth (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances: +16% acid Changes resistances penetration: +5% light Changes damage: +30% light Maximum life: +36.00 Curse of Shrouds A suit of armour made of mail. |
rough leather armour (Madness) (1 def, 2 armour) rough leather armour (Madness) (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Curse of Madness A suit of armour made of leather. |
rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour) rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% lightning Curse of Misfortune A suit of armour made of leather. |
Eilinenor (Shrouds) (5 def, 11 armour) Eilinenor (Shrouds) (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +34% Changes stats: +1 Str / +2 Dex / +7 Wil / +6 Cun / +7 Con Changes resistances: +32% fire / -1% light / +26% darkness Changes damage: +6% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +21 (+5 eff.) Infravision radius: +3 See invisible: +3 Curse of Shrouds A suit of armour made of metal plates. |
Umbraoracle (Corpses) (5 def, 11 armour) Umbraoracle (Corpses) (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to inflict damage reduction * 20% chance to gain 10% of a turn Changes stats: +3 Str / +3 Con Changes resistances: +31% acid / +14% physical / +6% darkness / +7% fire / +9% lightning / +10% cold Changes damage: +9% darkness / +9% temporal Talent cooldown: Rush (-5 turns) Physical save: +12 (+2 eff.) Disarm immunity: +27% Stun/Freeze immunity: +32% Knockback immunity: +26% Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic stralite plate armour of cold resistance (Shrouds) (7 def, 13 armour)prismatic stralite plate armour of cold resistance (Shrouds) (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +18% cold / +14% light / +10% darkness Curse of Shrouds A suit of armour made of metal plates. |
Bindings of Eternal Night (Misfortune) (12 def, 12 armour) Bindings of Eternal Night (Misfortune) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Misfortune Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. cosmic stralite shield (Misfortune) (10 def, 2 armour, 143 block)cosmic stralite shield (Misfortune) (10 def, 2 armour, 143 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +12% light / +9% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. scouring stralite shield of crushing (Shrouds) (10 def, 2 armour, 143.5 block)scouring stralite shield of crushing (Shrouds) (10 def, 2 armour, 143.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 21% chance to reduce powers by 20% * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +8% acid / +13% nature Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 50% Wil, 60% Dex, 50% Mag, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
5 agate 5 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. |
2767 alchemist agate 2767 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. |
5 onyx 5 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. |
3 aquamarine 3 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
4 jade 4 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. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 75 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Cracklevice (Nightmares) Cracklevice (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning / 23 fire / 4 arcane Changes stats: +9 Cun / +6 Wil Changes resistances: +3% lightning / +8% fire / +13% darkness Changes resistances penetration: +15% lightning / +15% arcane Changes damage: +3% lightning / +8% mind / +14% light Damage affinity(heal): +5% light Light radius: +1 Infravision radius: +7 Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 76.77 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Lorinarirak the brass lantern (Misfortune) Lorinarirak the brass lantern (Misfortune)Infused by nature 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes stats: +2 Con Changes resistances: +7% blight / +12% mind / +9% acid Changes resistances penetration: +5% acid Changes damage: +3% mind Physical save: +7 (+1 eff.) Life regen: +1.60 Light radius: +2 Healing mod.: +12% Curse of Misfortune A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial (Misfortune) Summertide Phial (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Misfortune It can be used to call light (188 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Mucusterror' (Nightmares) brass lantern 'Mucusterror' (Nightmares)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Cun / +2 Mag Mental save: +5 (+1 eff.) Blindness immunity: +25% Confusion immunity: +12% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Light radius: +6 See stealth: +9 See invisible: +9 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern (Misfortune) brass lantern (Misfortune)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Misfortune A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 20/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
3 garnet 3 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 630.56 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
elven-wood totem of thorny skin 'Raintaint' [power 85] (26 cooldown) elven-wood totem of thorny skin 'Raintaint' [power 85] (26 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 temporal Changes resistances: +15% blight Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +10% nature / +20% temporal Changes damage: +12% blight Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +5 Rushing Claws +13 Lay Web +1 Ward It can be used to harden the skin for 7 turns increasing armour by 85 and armour hardiness by 60%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
This item will automatically be transmogrified when you leave the level. striking elven-wood wand of firewall [power 213] (6 cooldown)striking elven-wood wand of firewall [power 213] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +1 Strike It can be used to creates a wall of flames lasting for 4 turns (dam 213 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz 4 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. |
2 amber 2 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. |
14 ametrine 14 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. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Anache the Superhuman Adventurer level 71
4th Decay 122nd year of Ascendancy at 21:18 see stats
By Anache the Superhuman Adventurer level 71
53rd Haze 122nd year of Ascendancy at 10:27 see stats
By Anache the Superhuman Adventurer level 70
23rd Haze 122nd year of Ascendancy at 22:29 see stats
By Anache the Superhuman Adventurer level 70
20th Haze 122nd year of Ascendancy at 19:28 see stats
By Anache the Superhuman Adventurer level 71
48th Regrowth 123rd year of Ascendancy at 06:20 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 14:35 see stats
By Anache the Superhuman Adventurer level 70
23rd Haze 122nd year of Ascendancy at 04:03 see stats
By Anache the Superhuman Adventurer level 71
4th Allure 123rd year of Ascendancy at 07:32 see stats
By Anache the Superhuman Adventurer level 70
2nd Haze 122nd year of Ascendancy at 09:57 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 04:29 see stats
By Anache the Superhuman Adventurer level 70
73rd Dusk 122nd year of Ascendancy at 01:18 see stats
By Anache the Superhuman Adventurer level 71
3rd Allure 123rd year of Ascendancy at 14:14 see stats
By Anache the Superhuman Adventurer level 71
4th Allure 123rd year of Ascendancy at 15:19 see stats
By Anache the Superhuman Adventurer level 71
47th Regrowth 123rd year of Ascendancy at 18:43 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 02:47 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 02:47 see stats
By Anache the Superhuman Adventurer level 71
48th Regrowth 123rd year of Ascendancy at 06:45 see stats
By Anache the Superhuman Adventurer level 71
53rd Haze 122nd year of Ascendancy at 10:27 see stats
By Anache the Superhuman Adventurer level 71
53rd Haze 122nd year of Ascendancy at 10:27 see stats
By Anache the Superhuman Adventurer level 71
6th Regrowth 123rd year of Ascendancy at 02:46 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 20:05 see stats
By Anache the Superhuman Adventurer level 70
65th Dusk 122nd year of Ascendancy at 07:23 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 14:35 see stats
By Anache the Superhuman Adventurer level 70
57th Dusk 122nd year of Ascendancy at 14:35 see stats
By Anache the Superhuman Adventurer level 70
23rd Haze 122nd year of Ascendancy at 20:19 see stats
Log
Anache receives 99 healing from Unnatural Body.
Anache receives 48 healing from Unnatural Body.
Shadow casts Phase Door.
Shadow casts Phase Door.
New Achievement: Sliders!
Lore found: lost farportal
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: lost farportal
You can read all your collected lore in the game menu, by pressing Escape.
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on an unfamiliar cave, with no trace of the portal...
Quest 'The wild wild east' is done! (Press 'j' to see the quest log)
Accepted quest 'Strange new world'! (Press 'j' to see the quest log)
Anache deactivates Inner Power.
Anache deactivates Call Shadows.
Anache deactivates Searing Sight.
Anache deactivates Arcane Combat.
Anache deactivates Gloom.
Anache deactivates Necrotic Aura.
Anache deactivates Abyssal Shield.
Anache deactivates Elemental Harmony.
Anache deactivates Blurred Mortality.
Anache deactivates Chant of Fortitude.
Anache deactivates Arcane Feed.
Anache deactivates Fiery Hands.