Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Higher |
| Class | Cursed |
| Level / Exp | 69 / 1% |
| Size | big |
| Lifes / Deaths | Killed by dĂșathedlen at level 8 on the 8th Mirth 122nd year of Ascendancy at 04:08 / 6Killed by ice wyrm at level 14 on the 10th Flare 122nd year of Ascendancy at 19:59 Killed by Massok the Dragonslayer at level 30 on the 39th Dusk 122nd year of Ascendancy at 10:28 Killed by Saludhevena the giant yellow ant at level 34 on the 51st Dusk 122nd year of Ascendancy at 07:32 Killed by Xodata the fox at level 35 on the 53rd Dusk 122nd year of Ascendancy at 04:35 Killed by Belothra the gigantic sandworm tunneler at level 45 on the 1st Time of Equilibrium 122nd year of Ascendancy at 20:05 |
Primary Stats
| Strength | 195 (base 60) |
| Dexterity | 62 (base 32) |
| Constitution | 117 (base 57) |
| Magic | 21 (base 10) |
| Willpower | 119 (base 79) |
| Cunning | 62 (base 10) |
Resources
| Life | 2407/2407 |
| Hate | 93/108 |
| Healing Factor | 1.1189076976905 |
| Regeneration | 1.1748530825751 |
Speed
| Mental | +9.9920072216264E-12% |
| Attack | 0% |
| Movement | +110.94111394994% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 10 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 325 |
| Accuracy | 77 |
| Crit Chance | 49% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 90 |
| Accuracy | 77 |
| Crit Chance | 49% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 82.32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +21% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +26% |
| Arcane | +5% |
| Fire | +20% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 43.56 (88.454810495627%) |
| Defense | 44.025850273914 |
| Ranged Defense | 45.359183607247 |
| Fatigue | 0 |
| Physical Save | 78.15 |
| Spell Save | 46.133333333333 |
| Mental Save | 73.9375 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Physical | + 34%( 75%) |
| Cold | + 30%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 43%( 70%) |
| Mind | + 29%( 70%) |
| Lightning | + 30%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Confusion Resistance | 57% |
| Fear Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 22% for 6 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 636 life. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 215 with a minimum range of 15. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 22% for 6 turns. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.54 |
| 6/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 6/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Fears | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 6/5 |
| 4/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Surge |
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 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 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% 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 5. 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 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 16 air and an additional 7 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 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Manaharadan (0 def, 5 armour) (Misfortune) Manaharadan (0 def, 5 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +2 Armour: +5 Fatigue: +5% Changes stats: +10 Str / +7 Dex / +6 Cun / +16 Con / +15 Lck Damage when the wearer is hit: 8 mind Changes damage: +9% physical Stealth bonus: +15 Physical save: +16 Mental save: +25 Life regen: +0.60 Maximum stamina: +15.00 Healing mod.: +15% Size category: +1 Curse of Misfortune It can be used to activate talent Heave, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | Gloruwyn the Furnacesweeper (23/23, 31.5-37.8 power, 3 apr) Gloruwyn the Furnacesweeper (23/23, 31.5-37.8 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Damage when this weapon hits(ranged): +4 fire Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +4 fire Damage conversion: 57% darkness Shots are used with slings to pummel your foes to death. |
| Light source | Ginne GinneCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +2 Changes stats: +2 Str / +1 Con Damage when the wearer hits(melee): 14 dreamforge Damage when the wearer is hit: 20 dreamforge Changes resistances: +1% physical / +7% fire / +7% mind Changes resistances penetration: +15% physical Maximum encumbrance: +10 Mental save: +8 Life regen: +0.20 Light radius: +5 See stealth: +10 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Phoenixquarry the drakeskin leather cap (0 def, 5 armour) (Nightmares) Phoenixquarry the drakeskin leather cap (0 def, 5 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +11 Str / +2 Cun / +11 Con Damage when the wearer is hit: 8 nature Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Changes resistances penetration: +20% fire Changes damage: +6% fire Physical save: +15 Mental save: +15 Psi when hit: +0.16 Mindpower: +6 Curse of Nightmares 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. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Hanogen (0 def, 3 armour) (Corpses) Hanogen (0 def, 3 armour) (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +8 Physical power: +6 Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun / +9 Con Damage when the wearer is hit: 8 physical Changes resistances penetration: +5% arcane Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +18 Physical save: +23 Spell save: +9 Mental save: +10 Stamina each turn: +0.40 Maximum life: +10.00 Curse of Corpses 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. |
| Tool | Dagydurin the voratun pickaxe (dig speed 5 turns) Dagydurin the voratun pickaxe (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 Changes stats: +7 Str / +2 Wil / +4 Con Changes resistances: +3% nature / +10% darkness / +10% fire Critical mult.: +29.00% Mental save: +9 Disease immunity: +20% Maximum mana: +40.00 Light radius: +1 Defense after a teleport: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's stralite ring of misery (Corpses) gladiator's stralite ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 Changes stats: +6 Str / +7 Cun / +6 Con Damage when the wearer hits(melee): 28 bleed / 14 gloom Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| On fingers | gladiator's stralite ring of focus (Madness) gladiator's stralite ring of focus (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes stats: +7 Str / +9 Con Changes resistances penetration: +11% physical Curse of Madness It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 48% chance to deal another, similar, blow for 9 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
| Around neck | clarifying stralite amulet of mastery (0.34 Cursed / Rampage) clarifying stralite amulet of mastery (0.34 Cursed / Rampage)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% mind Talent mastery: +0.34 Cursed / Rampage Confusion immunity: +30% Amulets can have magical properties. |
| In main hand | Butcher (48-67.2 power, 12 apr) (Misfortune) Butcher (48-67.2 power, 12 apr) (Misfortune)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: Attempt to devour a low HP enemy, striking again and possibly killing instantly. Special effect when this weapon kills: Enter a Rampage(Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if HP falls under 20% (Shared 30 turn cooldown) Current Cooldown: 21 Curse of Misfortune "Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took up to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time.". |
| Around waist | skylord's drakeskin leather belt of recklessness (Nightmares) skylord's drakeskin leather belt of recklessness (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Changes stats: +7 Str / +7 Dex / +7 Wil / +6 Cun Critical mult.: +11.00% Physical save: +19 Spell save: +19 Mental save: +19 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Samydin the Voidbreak (49.5-64.35 power, 9 apr) (Madness) Samydin the Voidbreak (49.5-64.35 power, 9 apr) (Madness)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 30% darkness / 20% acid When wielded/worn: Accuracy: +12 Physical crit. chance: +12.0% Changes stats: +6 Str Damage when the wearer is hit: 12 darkness Changes resistances: +15% acid Changes resistances penetration: +15% temporal Changes damage: +12% physical Stamina when hit: +2.00 Curse of Madness Sharp, short and deadly. |
| Cloak | marshal's elven-silk cloak of backstabbing (3 def, 0 armour) (Misfortune) marshal's elven-silk cloak of backstabbing (3 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +14 Defense: +3 Changes stats: +5 Str / +4 Con Critical mult.: +25.00% Stealth bonus: +10 Physical save: +9 Maximum life: +102.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening voratun plate armour of delving (9 def, 16 armour) (Corpses) enlightening voratun plate armour of delving (9 def, 16 armour) (Corpses)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +9 Str / +9 Wil / +7 Cun Changes resistances: +20% darkness / +12% physical Mental save: +25 Light radius: +2 Curse of Corpses It can be used to activate talent Track, 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: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
heroism infusion (+7 for 10 turns, die at -485) heroism infusion (+7 for 10 turns, die at -485)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. Also while Heroism is active, you will only die when reaching -485 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+7 for 10 turns, die at -677) heroism infusion (+7 for 10 turns, die at -677)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. Also while Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 543 over 5 turns) regeneration infusion of the sneak (heal 543 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 543 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1002 over 5 turns) regeneration infusion of the warrior (heal 1002 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1002 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 3; dispells darkness)sun infusion (rad 10; power 22; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 5; power 160; turns 4; dispells darkness) sun infusion of the titan (rad 5; power 160; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 80). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 160) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure mental) wild infusion (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 27%; cure magical) wild infusion (resist 27%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 27% for 8 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
heat beam rune of the psychic (528 fire damage) heat beam rune of the psychic (528 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 528.09 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 14; power 41; dur 3) phase door rune of the titan (range 14; power 41; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 357 for 5 turns) shielding rune (absorb 357 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 357 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 157) teleportation rune of the sneak (range 157)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 157 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
mindweaver's stralite amulet of murder mindweaver's stralite amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +4.0% Changes stats: +4 Wil Critical mult.: +15.00% Mental save: +12 Confusion immunity: +18% Mindpower: +9 Amulets can have magical properties. |
mindweaver's stralite amulet of the eclipse mindweaver's stralite amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Wil Damage when the wearer hits(melee): 6 darkness / 9 light Damage when the wearer is hit: 5 darkness / 7 light Changes damage: +8% darkness / +6% light Mental save: +7 Confusion immunity: +14% Mindpower: +8 Amulets can have magical properties. |
mindweaver's stralite amulet of vision mindweaver's stralite amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +9 Blindness immunity: +10% Confusion immunity: +10% Mindpower: +9 Infravision radius: +7 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
mindweaver's voratun amulet of vision mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +9 Blindness immunity: +15% Confusion immunity: +18% Mindpower: +10 Infravision radius: +4 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
savior's voratun amulet of the fish savior's voratun amulet of the fishInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% cold Allows you to breathe in: water Physical save: +18 Spell save: +15 Mental save: +22 Amulets can have magical properties. |
Glory of the Pride (Shrouds) Glory of the Pride (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
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 Knockback immunity: +100% Curse of Misfortune It can be used to activate talent Bind (costing 25 power out of 28/28) : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
savage's voratun ring of speed (Nightmares) savage's voratun ring of speed (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +10 Changes stats: +4 Con Spell save: +15 Maximum stamina: +23.00 Movement speed: +14% Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
The Gaping Maw (72-108 power, 4 apr) (Misfortune) The Gaping Maw (72-108 power, 4 apr) (Misfortune)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 nature slow / +50 acid When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Misfortune This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. huntsman's voratun battleaxe of ruin (56-84 power, 4 apr) (Shrouds)huntsman's voratun battleaxe of ruin (56-84 power, 4 apr) (Shrouds) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +23 nature Damage against: +16% Animal When wielded/worn: Armour penetration: +18 Physical crit. chance: +17.0% Critical mult.: +24.00% Curse of Shrouds Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr) (Nightmares) Moon (30-39 power, 30 apr) (Nightmares)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Nightmares A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
blazebringer's voratun dagger of shearing (38.5-50.05 power, 9 apr) (Shrouds) blazebringer's voratun dagger of shearing (38.5-50.05 power, 9 apr) (Shrouds)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage conversion: 37% fire When wielded/worn: Armour penetration: +10 Changes resistances penetration: +12% physical / +12% fire Changes damage: +12% physical Global speed: +4% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of evisceration (29-37.7 power, 9 apr) (Madness)stralite dagger of evisceration (29-37.7 power, 9 apr) (Madness) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 Curse of Madness Sharp, short and deadly. |
thunderous voratun dagger of rage (39.5-51.35 power, 9 apr) (Misfortune) thunderous voratun dagger of rage (39.5-51.35 power, 9 apr) (Misfortune)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage conversion: 35% lightning When wielded/worn: Accuracy: +8 Changes stats: +9 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning Changes damage: +12% physical Stamina when hit: +2.00 Curse of Misfortune Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr) (Madness) Blighted Maul (96-144 power, 22 apr) (Madness)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% Special effect when this weapon hits: 25% chance to damage nearby creatures Damage when this weapon hits: +30 infective blight Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Madness It can be used to knock away nearby foes, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Uryrand the Ravenhash (68.5-102.75 power, 4 apr) (Nightmares) Uryrand the Ravenhash (68.5-102.75 power, 4 apr) (Nightmares)Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +42 mind Damage conversion: 51% mind / 52% lightning When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Mag / +11 Wil / +3 Cun / +4 Con Changes resistances penetration: +16% lightning Grants telepathy: Demon/Minor Demon/Major Curse of Nightmares It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
Cuthelendur (62-99.2 power, 4 apr) (Nightmares) Cuthelendur (62-99.2 power, 4 apr) (Nightmares)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +18 Physical crit. chance: +16.0% Physical power: +15 Defense: +15 Changes stats: +5 Con Changes resistances: +6% acid / +6% light Changes resistances penetration: +15% physical Changes damage: +12% mind Disarm immunity: +29% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of the leech (34.5-55.2 power, 2 apr) (Shrouds)dwarven-steel greatsword of the leech (34.5-55.2 power, 2 apr) (Shrouds) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +17 nature slow When wielded/worn: Damage when the wearer is hit: 16 nature slow Curse of Shrouds Massive two-handed swords. |
voratun greatsword 'Pureknight' (62-99.2 power, 4 apr) (Misfortune) voratun greatsword 'Pureknight' (62-99.2 power, 4 apr) (Misfortune)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 nature / +20 darkness / +8 nature slow Burst (radius 2) on crit: +4 nature Damage against: +36% Humanoid When wielded/worn: Accuracy: +17 Armour penetration: +15 Physical crit. chance: +17.0% Changes stats: +8 Str Damage when the wearer is hit: 4 blight Changes resistances: +6% blight Changes damage: +15% physical / +3% blight Critical mult.: +21.00% Stamina when hit: +3.00 Curse of Misfortune Massive two-handed swords. |
Wintertide (45-63 power, 10 apr) (Misfortune) Wintertide (45-63 power, 10 apr) (Misfortune)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +45 ice When wielded/worn: Changes resistances: +25% cold Changes damage: +20% cold Light radius: +1 See invisible: +2 Curse of Misfortune It can be used to generate a burst of ice, costing 8 power out of 18/18. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
This item will automatically be transmogrified when you leave the level. Flashlady the living mindstar (16.5-18.15 power, 40 apr, nature damage) (Madness)Flashlady the living mindstar (16.5-18.15 power, 40 apr, nature damage) (Madness) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 light When wielded/worn: Armour: +12 Damage when the wearer is hit: 19 ice / 17 fire Changes resistances: +20% cold / +20% fire Changes resistances penetration: +20% cold / +20% fire Changes damage: +20% cold / +17% fire Spell save: +6 Mental save: +9 Poison immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +10% Maximum psi: +50.00 Mindpower: +5 Mental crit. chance: +5% Global speed: +6% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of nightfall (5.5-6.05 power, 18 apr, mind damage) (Madness)gifted vined mindstar of nightfall (5.5-6.05 power, 18 apr, mind damage) (Madness) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +16% Mindpower: +8 Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hungering mossy mindstar of storms (2-2.2 power, 12 apr, nature damage) (Shrouds)hungering mossy mindstar of storms (2-2.2 power, 12 apr, nature damage) (Shrouds) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Damage when the wearer is hit: 8 lightning Changes resistances: +7% lightning Changes resistances penetration: +7% lightning Changes damage: +7% lightning Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe (40-56 power, 6 apr) (Misfortune)quick voratun waraxe (40-56 power, 6 apr) (Misfortune) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% When wielded/worn: Accuracy: +13 Changes stats: +5 Dex Curse of Misfortune One-handed war axes. |
Cloth of Dreams (10 def, 0 armour) (Shrouds) Cloth of Dreams (10 def, 0 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. Curse of Shrouds It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 80 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Glowhue the cashmere cloak (2 def, 8 armour) (Nightmares) Glowhue the cashmere cloak (2 def, 8 armour) (Nightmares)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +7 Armour: +8 Defense: +2 Changes stats: +2 Cun / +3 Wil Damage when the wearer hits(melee): 4 light Changes resistances: +3% acid / +11% cold Changes resistances penetration: +15% acid Critical mult.: +21.00% Stealth bonus: +6 Mental crit. chance: +6% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Eilinenn' (15 def, 0 armour) (Shrouds) elven-silk cloak 'Eilinenn' (15 def, 0 armour) (Shrouds)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 Changes stats: +10 Cun / +10 Wil Critical mult.: +5.00% Physical save: +13 Equilibrium when hit: +0.12 Psi when hit: +0.04 Maximum psi: +30.00 Mental crit. chance: +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. |
marshal's elven-silk cloak of conjuring (3 def, 0 armour) (Shrouds) marshal's elven-silk cloak of conjuring (3 def, 0 armour) (Shrouds)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +3 Str / +3 Con Changes resistances penetration: +13% arcane Changes damage: +10% arcane Critical mult.: +22.00% Physical save: +12 Maximum life: +108.00 Maximum mana: +85.00 Spellpower: +3 Spell crit. chance: +5% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of fog (8 def, 8 armour) (Corpses) thick cashmere cloak of fog (8 def, 8 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +8 Changes resistances: +17% fire / +11% cold / +10% light Stealth bonus: +7 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. stormlord's silk robe of life (3 def, 0 armour) (Nightmares)stormlord's silk robe of life (3 def, 0 armour) (Nightmares) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +13% cold / +13% lightning / +17% blight Changes damage: +13% physical / +9% cold / +11% lightning Life regen: +4.70 Maximum life: +88.00 Healing mod.: +26% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) (Misfortune) Boots of the Hunter (2 def, 12 armour) (Misfortune)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Curse of Misfortune It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Frost Treads (1 def, 4 armour) (Madness) Frost Treads (1 def, 4 armour) (Madness)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 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 Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. The Warped Boots (2 def, 4 armour) (Madness)The Warped Boots (2 def, 4 armour) (Madness) Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +4 Defense: +2 Fatigue: +8% Changes resistances: +10% blight Spell save: +10 Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 Curse of Madness It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 161.99 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestige of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (8 def, 20 armour) (Shrouds) Unbreakable Greaves (8 def, 20 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% physical / +15% acid Changes damage: +15% physical Knockback immunity: +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level. restorative pair of hardened leather boots of rushing (0 def, 3 armour) (Corpses)restorative pair of hardened leather boots of rushing (0 def, 3 armour) (Corpses) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con Life regen: +3.90 Healing mod.: +21% Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of evasion (19 def, 4 armour) (Madness) traveler's pair of dwarven-steel boots of evasion (19 def, 4 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +19 Fatigue: -3% Maximum encumbrance: +30 Physical save: +8 Curse of Madness It can be used to activate talent Evasion, 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: Your quick wit allows you to see attacks before they land, granting you a 30% chance to completely evade them and granting you 19 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of evasion (12 def, 4 armour) (Corpses) wanderer's pair of dwarven-steel boots of evasion (12 def, 4 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +12 Fatigue: +3% Changes stats: +1 Cun / +3 Con Physical save: +14 Mental save: +13 Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 33 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of massiveness (0 def, 3 armour) (Shrouds) wanderer's pair of hardened leather boots of massiveness (0 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +3 Cun / +9 Con Changes damage: +7% physical Physical save: +16 Mental save: +19 Size category: +1 Curse of Shrouds It can be used to activate talent Heave, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
alchemist's hardened leather gloves of war-making (0 def, 2 armour) (Misfortune) alchemist's hardened leather gloves of war-making (0 def, 2 armour) (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Changes stats: +3 Mag / +3 Wil Damage when the wearer hits(melee): 5 fire / 3 cold / 5 lightning / 4 acid Critical mult.: +16.00% Spell crit. chance: +13% Mental crit. chance: +8% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of dexterity (+3) (0 def, 7 armour) (Nightmares) sand iron gauntlets of dexterity (+3) (0 def, 7 armour) (Nightmares)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +7 Changes stats: +3 Dex Damage when the wearer hits(melee): 7 physical Changes damage: +4% physical Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) (Corpses) Aletta's Diadem (0 def, 0 armour) (Corpses)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% Curse of Corpses 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: 7.0 Travel Speed: instantaneous Is: a mind power Description: Inflicts 165.48 mind damage and cripples the target's higher mental functions, reducing cunning by 19 and confusing (36% 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...? |
Crown of the Elements (0 def, 5 armour) (Shrouds) Crown of the Elements (0 def, 5 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Changes damage: +8% fire / +8% cold / +8% lightning / +8% acid See invisible: +15 Curse of Shrouds This jeweled crown shimmers with colors. |
Dragonskull Helm (0 def, 2 armour) (Misfortune) Dragonskull Helm (0 def, 2 armour) (Misfortune)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune Traces of a dragon's power still remain in this bleached and cracked skull. |
Dragonskull Helm (0 def, 2 armour) (Corpses) Dragonskull Helm (0 def, 2 armour) (Corpses)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Curse of Corpses Traces of a dragon's power still remain in this bleached and cracked skull. |
Zanymahir the Scorchprophet (0 def, 5 armour) (Corpses) Zanymahir the Scorchprophet (0 def, 5 armour) (Corpses)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +6 Wil Changes resistances: +15% physical / +6% fire Critical mult.: +10.00% Physical save: +13 Hate when firing a critical mind attack: +3.00 Psi per kill: +5.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's drakeskin leather cap of trickery (0 def, 5 armour) (Madness) champion's drakeskin leather cap of trickery (0 def, 5 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Mental save: +13 Light radius: +2 Curse of Madness A cap made of leather. |
defender's drakeskin leather cap of strength (+4) (6 def, 13 armour) (Shrouds) defender's drakeskin leather cap of strength (+4) (6 def, 13 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 Fatigue: +5% Changes stats: +4 Str Changes resistances: +5% all Physical save: +12 Curse of Shrouds A cap made of leather. |
defender's drakeskin leather cap of trickery (6 def, 12 armour) (Corpses) defender's drakeskin leather cap of trickery (6 def, 12 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +12 Defense: +6 Fatigue: +5% Changes stats: +4 Cun / +3 Dex Changes resistances: +5% all Physical save: +11 Curse of Corpses A cap made of leather. |
defender's hardened leather cap of might (7 def, 10 armour) (Shrouds) defender's hardened leather cap of might (7 def, 10 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +10 Defense: +7 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances: +5% all Physical save: +11 Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. defender's voratun helm of knowledge (8 def, 14 armour) (Madness)defender's voratun helm of knowledge (8 def, 14 armour) (Madness) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 Fatigue: +5% Changes stats: +4 Cun / +5 Wil Changes resistances: +7% all Physical save: +14 Mindpower: +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's voratun helm of knowledge (8 def, 13 armour) (Corpses) defender's voratun helm of knowledge (8 def, 13 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 Fatigue: +5% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% all Physical save: +14 Mindpower: +5 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm of trickery (0 def, 4 armour) (Madness) thaloren dwarven-steel helm of trickery (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Dex / +5 Wil / +3 Cun Changes resistances: +6% blight Mental save: +7 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's drakeskin leather cap of trickery (0 def, 5 armour) (Shrouds) warlord's drakeskin leather cap of trickery (0 def, 5 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Dex / +5 Wil / +3 Cun Changes resistances: +13% physical Physical save: +9 Curse of Shrouds A cap made of leather. |
warlord's dwarven-steel helm of constitution (+5) (0 def, 4 armour) (Corpses) warlord's dwarven-steel helm of constitution (+5) (0 def, 4 armour) (Corpses)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Wil / +7 Con Changes resistances: +10% physical Physical save: +10 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's voratun helm of ire (0 def, 5 armour) (Madness) werebeast's voratun helm of ire (0 def, 5 armour) (Madness)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +4 Dex / +4 Cun / +8 Con Changes resistances: -28% light Physical save: +15 Mental save: +12 Life regen: +6.10 Curse of Madness 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. 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. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour of resilience (5 def, 8 armour) (Shrouds)cleansing drakeskin leather armour of resilience (5 def, 8 armour) (Shrouds) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes resistances: +19% nature / +17% blight Maximum life: +60.00 Curse of Shrouds A suit of armour made of leather. |
Bareran (9 def, 16 armour) (Shrouds) Bareran (9 def, 16 armour) (Shrouds)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +18 Cun / +17 Wil Damage when the wearer hits(melee): 4 mind / 6 acid Changes resistances: +6% mind / +30% lightning / +15% acid Changes resistances penetration: +15% mind Mental save: +49 Curse of Shrouds A suit of armour made of metal plates. |
fortifying stralite plate armour of the dragon (7 def, 13 armour) (Madness) fortifying stralite plate armour of the dragon (7 def, 13 armour) (Madness)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +10 Str / +7 Con Changes resistances: +13% physical / +9% fire / +11% cold / +9% lightning / +11% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +30% Knockback immunity: +32% Maximum life: +32.00 Curse of Madness A suit of armour made of metal plates. |
impenetrable stralite plate armour of command (15 def, 31 armour) (Madness) impenetrable stralite plate armour of command (15 def, 31 armour) (Madness)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +31 Defense: +15 Fatigue: +26% Changes stats: +4 Cun Mental save: +18 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic iron plate armour of lightning resistance (3 def, 7 armour) (Madness)prismatic iron plate armour of lightning resistance (3 def, 7 armour) (Madness) Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +12% darkness / +18% lightning / +12% light Curse of Madness A suit of armour made of metal plates. |
Cuthogrim (8 def, 2 armour, 70 block) (Shrouds) Cuthogrim (8 def, 2 armour, 70 block) (Shrouds)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 Armour: +2 Defense: +8 Ranged Defense: +12 Fatigue: +12% Talent granted: +3 Block Mental save: +6 Blindness immunity: +5% Cut immunity: +25% Teleport immunity: +10% Curse of Shrouds Handheld deflection devices |
Kindlerupture (12 def, 25 armour, 416 block) (Corpses) Kindlerupture (12 def, 25 armour, 416 block) (Corpses)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Armour: +25 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +12 Con Talent granted: +5 Block Physical save: +28 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +60.00 Spellpower: +2 Curse of Corpses Handheld deflection devices |
Neravea the voratun shield (12 def, 14 armour, 305.5 block) (Nightmares) Neravea the voratun shield (12 def, 14 armour, 305.5 block) (Nightmares)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Accuracy: +4 Armour: +14 Defense: +12 Ranged Defense: +12 Fatigue: +8% Changes stats: +6 Con Changes resistances: +18% physical / +24% fire Talent granted: +5 Block Critical mult.: +10.00% Physical save: +15 Maximum life: +60.00 Healing mod.: +15% Curse of Nightmares Handheld deflection devices |
Temporal Rift (8 def, 4 armour, 325 block) (Madness) Temporal Rift (8 def, 4 armour, 325 block) (Madness)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +10 Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 Spellpower: +12 Slows Projectiles: +50% Curse of Madness Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
coruscating voratun shield of the earth (12 def, 15 armour, 210 block) (Madness) coruscating voratun shield of the earth (12 def, 15 armour, 210 block) (Madness)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Armour Hardiness: +8% Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +4 Str Damage when the wearer is hit: 12 fire Changes resistances: +13% fire Talent granted: +5 Block Curse of Madness It can be used to activate talent Stone Wall, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 80.31 physical dmage. Duration and damage will improve with your Spellpower. Handheld deflection devices |
impervious voratun shield of displacement (27 def, 14 armour, 330 block) (Madness) impervious voratun shield of displacement (27 def, 14 armour, 330 block) (Madness)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +14 Defense: +27 Ranged Defense: +12 Fatigue: +14% Changes stats: +5 Mag / +6 Con Talent granted: +5 Block Physical save: +14 Curse of Madness It can be used to activate talent Displacement Shield, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: 8.0 Travel Speed: instantaneous Is: a spell Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target. Any time the caster should take damage, there is a 50% chance that it will instead be warped by the shield and hit the designated target. Once the maximum damage (158) is absorbed, the time runs out (16 turns), or the target dies, the shield will crumble. The max damage the shield can absorb will increase with your Spellpower. Handheld deflection devices |
impervious voratun shield of displacement (25 def, 14 armour, 314.5 block) (Madness) impervious voratun shield of displacement (25 def, 14 armour, 314.5 block) (Madness)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +14 Defense: +25 Ranged Defense: +12 Fatigue: +14% Changes stats: +2 Mag / +5 Con Talent granted: +5 Block Physical save: +13 Curse of Madness It can be used to activate talent Displacement Shield, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: 8.0 Travel Speed: instantaneous Is: a spell Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target. Any time the caster should take damage, there is a 55% chance that it will instead be warped by the shield and hit the designated target. Once the maximum damage (180) is absorbed, the time runs out (19 turns), or the target dies, the shield will crumble. The max damage the shield can absorb will increase with your Spellpower. Handheld deflection devices |
impervious voratun shield of patience (12 def, 15 armour, 255.5 block) (Shrouds) impervious voratun shield of patience (12 def, 15 armour, 255.5 block) (Shrouds)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +6 Con Damage when the wearer is hit: 18 temporal Changes resistances: +16% temporal Talent granted: +5 Block Physical save: +13 Curse of Shrouds It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (223) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices |
living voratun shield of deflection (26 def, 3 armour, 196.5 block) (Misfortune) living voratun shield of deflection (26 def, 3 armour, 196.5 block) (Misfortune)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +26 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 11 nature Changes resistances: +15% nature / +15% blight Talent granted: +5 Block Maximum life: +77.00 Curse of Misfortune Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
onyx 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 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Shadowtickler (dig speed 6 turns) Shadowtickler (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 Fatigue: -9% Changes stats: +8 Str / +4 Mag / +3 Wil Damage when the wearer hits(melee): 11 dreamforge / 4 darkness Changes damage: +13% mind / +12% fire Critical mult.: +25.00% Mental save: +12 Mindpower: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 jade 3 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 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise 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 Gems can be sold for money or used in arcane rituals. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 Changes stats: +5 Wil Critical mult.: +15.00% Maximum life: +57.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. preserving brass lantern of claritypreserving brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight Mental save: +7 Life regen: +2.10 Light radius: +2 See stealth: +8 See invisible: +9 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. |
preserving dwarven lantern of corpselight preserving dwarven lantern of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% darkness / +19% blight Life regen: +2.80 Spellpower: +5 Spell crit. chance: +3% Light radius: +4 Infravision radius: +4 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, 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: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 43 blight damage or heals 65 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's alchemist's lamp of illusion survivor's alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 Physical save: +26 Spell save: +16 Mental save: +16 Light radius: +3 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. It can be used to activate talent Animate Blade (costing 25 power out of 25/25) : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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 is 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. |
Loamream (22/22, 64-76.8 power, 17 apr) Loamream (22/22, 64-76.8 power, 17 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +19.0% Capacity: 22 Travel speed: +200% Damage when this weapon hits(ranged): +12 nature slow / +10 insidious poison / +8 nature / +4 acid blind / +12 acid Damage conversion: 20% nature / 30% acid Shots are used with slings to pummel your foes to death. |
Searhunter the ash totem of cure poisons [power 2] (29 cooldown) Searhunter the ash totem of cure poisons [power 2] (29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 16 fire Spell save: +6 New effects duration reduction after a teleport: +10% It can be used to remove up to 2 poisons from the target, placing all other charms into a 29 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. This small tree shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure illness [power 4] (20 cooldown) dragonbone totem of cure illness [power 4] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of cure illness [power 6] (26 cooldown) supercharged dragonbone totem of cure illness [power 6] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 6 diseases from the target, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
4 amber 4 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Rotgut the Higher Cursed level 39
65th Dusk 122nd year of Ascendancy at 01:01 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Rotgut the Higher Cursed level 46
2nd Haze 122nd year of Ascendancy at 19:53 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Rotgut the Higher Cursed level 49
9th Haze 122nd year of Ascendancy at 16:43 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Rotgut the Higher Cursed level 20
13rd Dusk 122nd year of Ascendancy at 23:44 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Rotgut the Higher Cursed level 68
48th Haze 122nd year of Ascendancy at 10:23 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By Rotgut the Higher Cursed level 11
2nd Flare 122nd year of Ascendancy at 04:38 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By Rotgut the Higher Cursed level 22
18th Dusk 122nd year of Ascendancy at 23:55 see stats
Infinite x30 (Exploration mode)
Got to level 30 of the infinite dungeon.By Rotgut the Higher Cursed level 31
40th Dusk 122nd year of Ascendancy at 20:28 see stats
Infinite x40 (Exploration mode)
Got to level 40 of the infinite dungeon.By Rotgut the Higher Cursed level 39
67th Dusk 122nd year of Ascendancy at 04:00 see stats
Infinite x50 (Exploration mode)
Got to level 50 of the infinite dungeon.By Rotgut the Higher Cursed level 47
5th Haze 122nd year of Ascendancy at 01:53 see stats
Infinite x60 (Exploration mode)
Got to level 60 of the infinite dungeon.By Rotgut the Higher Cursed level 53
16th Haze 122nd year of Ascendancy at 12:13 see stats
Infinite x70 (Exploration mode)
Got to level 70 of the infinite dungeon.By Rotgut the Higher Cursed level 59
31st Haze 122nd year of Ascendancy at 15:02 see stats
Infinite x80 (Exploration mode)
Got to level 80 of the infinite dungeon.By Rotgut the Higher Cursed level 68
48th Haze 122nd year of Ascendancy at 04:08 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Rotgut the Higher Cursed level 10
1st Summertide 122nd year of Ascendancy at 17:07 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Rotgut the Higher Cursed level 20
11st Dusk 122nd year of Ascendancy at 12:59 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Rotgut the Higher Cursed level 30
37th Dusk 122nd year of Ascendancy at 18:50 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Rotgut the Higher Cursed level 40
67th Dusk 122nd year of Ascendancy at 06:40 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Rotgut the Higher Cursed level 50
9th Haze 122nd year of Ascendancy at 21:51 see stats
Pest Control (Exploration mode)
Killed 1000 reproducing vermin.By Rotgut the Higher Cursed level 62
36th Haze 122nd year of Ascendancy at 15:06 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Rotgut the Higher Cursed level 61
34th Haze 122nd year of Ascendancy at 15:01 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Rotgut the Higher Cursed level 46
2nd Haze 122nd year of Ascendancy at 14:26 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Rotgut the Higher Cursed level 33
47th Dusk 122nd year of Ascendancy at 00:29 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Rotgut the Higher Cursed level 48
7th Haze 122nd year of Ascendancy at 02:43 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Rotgut the Higher Cursed level 34
49th Dusk 122nd year of Ascendancy at 19:02 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Rotgut the Higher Cursed level 23
19th Dusk 122nd year of Ascendancy at 23:01 see stats
Log
Today is the 48th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 22:50.
