Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. No-Friendly-Fire Autocast 1.3.1Adds an autocast option that will not cast while friendlies are in range. Nice for twilight surge for Anorithil Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Replace Swift Hands 1.3.1 Protos race 0.2 1.3.5Protos race. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Simple Font Floating Text 1.1.5Changes the floating text to a different font Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Nyles Level Mod 1.3.1 Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Half-Cost Category Mastery 1.3.1 Items Vault 1.3.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Returned |
Class | Cursed |
Level / Exp | 142 / 22% |
Size | medium |
Lifes / Deaths | Killed by Zubethra the thief at level 142 on the 63rd Haze 123rd year of Ascendancy at 16:51 4 / 4Killed by Zubethra the thief at level 142 on the 63rd Haze 123rd year of Ascendancy at 16:53 Killed by Zubethra the thief at level 142 on the 63rd Haze 123rd year of Ascendancy at 18:06 Killed by RebiRa at level 142 on the 63rd Haze 123rd year of Ascendancy at 18:10 |
Antimagic | Follower |
Primary Stats
Strength | 166.5 (base 100) |
Dexterity | 172 (base 100) |
Constitution | 128 (base 100) |
Magic | 110.5 (base 100) |
Willpower | 134 (base 100) |
Cunning | 128 (base 100) |
Resources
Hate | 113/113 |
Psi | 1022/1026 |
Vim | 664/664 |
Life | 4347/4347 |
Equilibrium | 0 |
Stamina | 846/853 |
Psi_feedback | 99/110 |
Healing Factor | 1.7 |
Regeneration | 8.5849999999998 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
See Invisible | 20 |
Offense: Mainhand
Damage | 179 |
Accuracy | 82 |
Crit Chance | 120% |
APR | 114 |
Speed | 1.00 |
Offense: Offhand
Damage | 256 |
Accuracy | 82 |
Crit Chance | 121% |
APR | 120 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56.833333333333 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 95.06914893617 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 79.2 (93.924050632911%) |
Defense | 78.243564050759 |
Ranged Defense | 79.368564050759 |
Fatigue | 0 |
Physical Save | 70.7125 |
Spell Save | 52.783333333333 |
Mental Save | 73.36875 |
Defense: Resistances
All | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Stun Resistance | 82% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 517 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 434 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 12/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 8/5 |
Psionic / Absorption | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Psionic / Solipsism | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 10/5 |
| 5/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 2.00 |
| 10/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Cunning / Stealth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 12/5 |
| 12/5 |
| 11/5 |
| 0/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Corruption / Spellblaze | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 2.00 |
| 10/5 |
| 10/5 |
| 6/5 |
| 5/5 |
Spell / Enhancement | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 6/5 |
| 5/5 |
| 10/5 |
| 12/5 |
Technique / Dual weapons | 2.00 |
| 10/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 11/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 10/5 |
| 10/5 |
| 5/5 |
| 5/5 |
Race / Returned | 1.00 |
| 10/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 10/5 |
| 5/5 |
| 0/5 |
Corruption / Demonic strength | 2.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Psionic / Feedback | 2.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Psionic / Dreaming | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 2.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 10/5 |
Spell / Stone alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 10/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.5)Penalty : Fractured Sanity: -11% Mind Resistance, -15% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +23% off-hand weapon damage Power 2+: -1 Luck, +12 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 9.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 3% effectiveness. Kills: 1 / 0 kills, Damage: +0% / +1%, Attack: +0 / +0, Stun: -- / 0.2%, Outmaneuver: 0.3% / 0.7% Predator |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +14 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 21 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 12 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.5)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +11% 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 37% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +9 Defense, +4 Ranged Defense Power 2+: -1 Luck, +8 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+38% chance to avoid traps). Power 4+: Unfortunate End: There is a 31% chance that the damage you deal will increase by 32% if the increase would be enough to kill your opponent. |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Death |
beneficial effect | The target is mimicking a previous victim. (+1 Strength, +0 Dexterity, +3 Magic, +4 Willpower, +0 Cunning, +0 Constitution) Mimic |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 6%. Strength and Willpower are increased by 3. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 18% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 18% for 3 turns. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured psion to the recall portal on level 2 of Norgos Lair. Escort: injured psion (level 2 of Norgos Lair)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. * You have saved the Tree of Ages from its attacker. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed honey tree root. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | horrifying mossy mindstar (Madness) (75% power, 12 apr, mind damage) horrifying mossy mindstar (Madness) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes damage: +3% mind / +3% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. Press to compare |
Quiver | Wind Worn Shot (Madness) (25/25, 180% power, 15 apr) Wind Worn Shot (Madness) (25/25, 180% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 180% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% Curse of Madness These perfectly white spheres appear to have been worn down by years of exposure to strong winds. Press to compare |
On hands | Gloomthorn (Misfortune) (0 def, 8 armour) Gloomthorn (Misfortune) (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 10 nature Changes stats: +5 Str / +4 Dex / +4 Cun Changes resistances: +9% nature Changes damage: +9% nature / +12% darkness Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Block Physical save: +14 (+4 eff.) Tauntlets behave like a shield, and allow you to block attacks. 116 block power. When used to modify unarmed attacks: Power: 172% Range: 1.4x Uses stats: 30% Wil, 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +19.0% Attack speed: 71% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Block (15% chance level 1). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 40% chance to corrode armour * 40% chance to inflict damage reduction Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +12 nature Curse of Misfortune A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
Light source | Summertide Phial (Shrouds) Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Shrouds It can be used to call light (173 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
On head | drakeskin leather cap 'Isynor' (Nightmares) (0 def, 5 armour) drakeskin leather cap 'Isynor' (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +6 Dex Changes resistances: +23% mind / +20% light / +18% darkness Physical save: +12 (+3 eff.) Mental save: +16 (+4 eff.) Confusion immunity: +26% Pinning immunity: +10% Life regen: +0.40 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Nightmares A cap made of leather. Press to compare |
On feet | Cyrusewyn the pair of drakeskin leather boots (Corpses) (0 def, 5 armour) Cyrusewyn the pair of drakeskin leather boots (Corpses) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +6 Con Changes resistances penetration: +15% blight Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +31 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +19 (+5 eff.) Life regen: +4.40 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum mana: +20.00 Healing mod.: +30% Curse of Corpses A pair of boots made of leather. Press to compare |
Tool | sapper's iron pickaxe (Nightmares) (dig speed 30 turns) sapper's iron pickaxe (Nightmares) (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Woeresolve the voratun ring (Shrouds) Woeresolve the voratun ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +17 Physical power: +14 (+2 eff.) Defense: +17 (+5 eff.) Damage when hit (Melee): 4 darkness / 4 mind Changes stats: +10 Str / +1 Wil / +3 Cun / +8 Con Changes resistances: +3% acid / +6% light / +3% fire / +40% nature / +8% arcane Changes damage: +20% nature / +6% mind Mental crit. chance: +3% Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
On fingers | Vargh Redemption (Nightmares) Vargh Redemption (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Nightmares It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 29.52 cold and 24.25 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
Around neck | mindweaver's steel amulet (Nightmares) mindweaver's steel amulet (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+2 eff.) Confusion immunity: +16% Mindpower: +8 (+2 eff.) Curse of Nightmares Amulets can have magical properties. Press to compare |
In main hand | vined mindstar 'Chaludukhad' (Corpses) (81% power, 18 apr, mind damage) vined mindstar 'Chaludukhad' (Corpses) (81% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 82% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 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% Damage (Melee): +8 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +5 Mag Changes damage: +9% arcane Reduces incoming crit damage: 20.00% Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +6.00 Maximum hate: +13.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See invisible: +9 Life leech chance: +13% Life leech: +13% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Around waist | Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. Press to compare |
In off hand | wyrm's thorny mindstar of balance (Madness) (93% power, 24 apr, nature damage) wyrm's thorny mindstar of balance (Madness) (93% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. Power: 93% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning / 3 physical / 3 fire / 5 cold / 4 acid Changes resistances: +4% lightning / +3% physical / +3% fire / +4% acid / +5% cold Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Blindness immunity: +0% Stun/Freeze immunity: +0% Equilibrium when hit: +0.90 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Cloak | Cold Shoulder (Madness) (0 def, 0 armour) Cold Shoulder (Madness) (0 def, 0 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Fatigue: +5% Damage when hit (Melee): 15 cold Changes resistances: +8% cold Changes damage: +8% cold Slow any enemy that attacks you from 5 tiles or more away by 35% for 2 turns. Curse of Madness It can be used to activate talent Ice Wall (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Summons an icy wall of 5 length for 6 turns. Ice walls are transparent, but block projectiles and enemies. Ice walls also emit freezing cold, dealing 16.19 damage for each ice wall within radius 1 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies. Each point in cold drake talents also increases your cold resistance by 1%. A frozen cloak. You feel cold just by looking at it. Press to compare |
Main armor | Daimysus the steel plate armour (Nightmares) (4 def, 14 armour) Daimysus the steel plate armour (Nightmares) (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +9% mind / +3% fire Mental save: +16 (+4 eff.) Maximum life: +20.00 Curse of Nightmares A suit of armour made of metal plates. Press to compare |
Inventory
copper amulet of the fish (Shrouds) copper amulet of the fish (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Curse of Shrouds Amulets can have magical properties. Press to compare |
ageless wooden ring ageless wooden ringInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 Press to compare |
copper ring of lightning (+20%) (Nightmares) copper ring of lightning (+20%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Curse of Nightmares Rings can have magical properties. Press to compare |
copper ring of tenacity (Shrouds) copper ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +21.00 Curse of Shrouds Rings can have magical properties. Press to compare |
treant's copper ring of tenacity (Shrouds) treant's copper ring of tenacity (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +14% Disease immunity: +13% Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +26.00 Curse of Shrouds Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. Hellswell (Madness)Hellswell (Madness) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +8 Mag / +9 Cun / +5 Con Changes resistances penetration: +10% mind / +10% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Mana when firing critical spell: +4.00 Spellpower: +15 (+5 eff.) Damage Shield penetration: +60% Curse of Madness Rings can have magical properties. Press to compare |
savior's gold ring of power (Misfortune) savior's gold ring of power (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Physical save: +12 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower: +9 (+3 eff.) Mindpower: +8 (+2 eff.) Curse of Misfortune Rings can have magical properties. Press to compare |
Kauila's Staff (Madness) (154% power, 3 apr, physical element) Kauila's Staff (Madness) (154% power, 3 apr, physical element)Requires: - Magic 34 - Constitution 18 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Power: 155% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent masteries: +0.20 Spell / Water +0.20 Spell / Ice Spellpower: +22 (+6 eff.) Spell crit. chance: +15% Talent on hit(spell): Ice Shards (20% chance level 2). Curse of Madness It can be used to activate talent Tidal Wave (costing 35 power out of 50/50) : Effective talent level: 3.0 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 31.66 cold damage and 26.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Living in a freshwater spring, the owner of this staff had used it to control the water, protecting her children. Until the day she died, not a single turtle had been harmed. This staff can be wielded in your off-hand. Press to compare |
This item will automatically be transmogrified when you leave the level. ash vilestaff of channeling (Madness) (154% power, 3 apr, blight element)ash vilestaff of channeling (Madness) (154% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 155% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +18 (+5 eff.) Spell crit. chance: +2% Curse of Madness It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. Tidohek the Mucusglean (Nightmares) (171% power, 6 apr, darkness element)Tidohek the Mucusglean (Nightmares) (171% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +12 fire Burst (radius 2) on crit: +8 nature When wielded/worn: Damage (Melee): 34 fire Damage when hit (Melee): 16 nature Changes stats: +4 Mag / +2 Cun / +1 Con Changes resistances: +12% darkness / +12% temporal Changes resistances penetration: +20% nature Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.39 Maximum mana: +76.00 Maximum psi: +10.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +5% Mindpower: +2 (+0 eff.) Light radius: +1 Infravision radius: +1 See invisible: +28 Defense after a teleport: +30 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +19 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff of wizardry (Misfortune) (171% power, 6 apr, acid element)infernal dragonbone vilestaff of wizardry (Misfortune) (171% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes stats: +6 Wil / +5 Mag Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +30.00% Maximum mana: +110.00 Spellpower: +35 (+10 eff.) Spell crit. chance: +5% See invisible: +13 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. Press to compare |
hateful iron battleaxe of massacre (Corpses) (164% power, 1 apr) hateful iron battleaxe of massacre (Corpses) (164% power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 165% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Curse of Corpses Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. Glimmerpiety (Misfortune) (173% power, 2 apr)Glimmerpiety (Misfortune) (173% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 173% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +28 cold / +20 light Burst (radius 2) on crit: +20 mind When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 temporal Changes resistances: +6% mind / +9% light Changes resistances penetration: +5% lightning / +15% light Changes damage: +6% lightning / +6% temporal / +9% mind Light radius: +1 Curse of Misfortune Massive two-handed battleaxes. Press to compare |
Crude Iron Battle Axe of Kroll (Nightmares) (205% power, 7 apr) Crude Iron Battle Axe of Kroll (Nightmares) (205% power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 206% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. Press to compare |
Ravenspiker the steel greatmaul (Misfortune) (166% power, 2 apr) Ravenspiker the steel greatmaul (Misfortune) (166% power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +42 insidious poison When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +30% acid / +9% fire / +6% light / +6% blight Changes resistances penetration: +5% darkness Spell save: +40 (+12 eff.) Maximum hate: +8.00 Mental crit. chance: +3% Curse of Misfortune Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing steel greatsword (Shrouds) (164% power, 2 apr)arcing steel greatsword (Shrouds) (164% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 165% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning Curse of Shrouds Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel longsword of amnesia (Nightmares) (167% power, 4 apr)quick dwarven-steel longsword of amnesia (Nightmares) (167% power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 167% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Curse of Nightmares Sharp, long, and deadly. Press to compare |
Woegrind the steel waraxe (Madness) (150% power, 3 apr) Woegrind the steel waraxe (Madness) (150% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 darkness / +8 temporal / +10 mind Burst (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +15% acid / +12% temporal / +6% darkness Changes damage: +3% mind / +3% acid Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel waraxe of paradox (Shrouds) (161% power, 4 apr)chilling dwarven-steel waraxe of paradox (Shrouds) (161% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 161% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 cold / +14 temporal When wielded/worn: Damage when hit (Melee): 13 temporal Changes resistances: +14% temporal Curse of Shrouds One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. Boltbane (Shrouds) (181% power, 6 apr)Boltbane (Shrouds) (181% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 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% On weapon hit: * 35% chance to corrode armour * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Burst (radius 2) on crit: +4 lightning / +12 arcane When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +6 Dex / +4 Mag / +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% acid Changes damage: +6% arcane / +3% lightning Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Light radius: +4 Infravision radius: +2 See invisible: +6 Damage Shield penetration: +20% Curse of Shrouds One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of crippling (Madness) (159% power, 7 apr)quick dwarven-steel dagger of crippling (Madness) (159% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 160% Range: 1.3x Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +4 Dex Curse of Madness Sharp, short and deadly. Press to compare |
creative mossy mindstar (Madness) (75% power, 12 apr, mind damage) creative mossy mindstar (Madness) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind 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 Cun Critical mult.: +5.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. Press to compare |
creative mossy mindstar of balance (Misfortune) (75% power, 12 apr, nature damage) creative mossy mindstar of balance (Misfortune) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 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 Cun Critical mult.: +6.00% Physical save: +3 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
gifted mossy mindstar (Madness) (75% power, 12 apr, mind damage) gifted mossy mindstar (Madness) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +5 (+1 eff.) Mental crit. chance: +1% 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. Press to compare |
horrifying vined mindstar of sand (Misfortune) (87% power, 18 apr, mind damage) horrifying vined mindstar of sand (Misfortune) (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 87% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 physical / 2 mind / 4 darkness Changes resistances: +8% physical Changes resistances penetration: +8% physical Changes damage: +10% physical / +4% mind / +4% darkness Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 26 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of venom (Nightmares) (91% power, 24 apr, mind damage)gifted thorny mindstar of venom (Nightmares) (91% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 92% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +13% acid Changes resistances penetration: +14% acid Changes damage: +13% acid Life regen: +1.40 Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of life (Madness) (100% power, 24 apr, nature damage)horrifying thorny mindstar of life (Madness) (100% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 7 darkness Changes damage: +7% mind / +7% darkness Life regen: +1.40 Maximum life: +34.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
projecting thorny mindstar of sand (Misfortune) (96% power, 24 apr, nature damage) projecting thorny mindstar of sand (Misfortune) (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. Power: 96% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +14% physical Changes resistances penetration: +12% physical Changes damage: +9% lightning / +13% fire / +17% cold / +14% physical Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 26 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. thorny mindstar of frost (Nightmares) (91% power, 24 apr, nature damage)thorny mindstar of frost (Nightmares) (91% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 92% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 14 ice Changes resistances: +12% cold Changes resistances penetration: +14% cold Changes damage: +13% cold Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of life (Nightmares) (114% power, 40 apr, nature damage)horrifying living mindstar of life (Nightmares) (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 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% When wielded/worn: Damage when hit (Melee): 10 mind / 6 darkness Changes damage: +10% mind / +10% darkness Life regen: +1.80 Maximum life: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
manaburning living mindstar of sand (Shrouds) (112% power, 40 apr, nature damage) manaburning living mindstar of sand (Shrouds) (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 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% On weapon hit: * 25 arcane resource burn When wielded/worn: Damage when hit (Melee): 19 physical Changes resistances: +10% arcane / +20% physical Changes resistances penetration: +17% physical Changes damage: +12% physical Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 26 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
wyrm's living mindstar of flames (Misfortune) (114% power, 40 apr, mind damage) wyrm's living mindstar of flames (Misfortune) (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Power: 114% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning / 10 physical / 28 fire / 10 cold / 10 acid Changes resistances: +10% lightning / +10% physical / +21% fire / +9% acid / +7% cold Changes resistances penetration: +20% fire Changes damage: +20% fire Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. cured leather sling of acid (Nightmares)cured leather sling of acid (Nightmares) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 137% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +11 acid When wielded/worn: Changes damage: +14% acid Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. warden's cured leather sling of fire (Madness)warden's cured leather sling of fire (Madness) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 137% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +11 fire When wielded/worn: Ammo reloads per turn: +3 Changes stats: +4 Mag Changes resistances penetration: +9% physical / +7% temporal Changes damage: +14% fire / +9% physical / +7% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of yew arrows of accuracy (Shrouds) (19/19, 171% power, 10 apr)plaguebringer's quiver of yew arrows of accuracy (Shrouds) (19/19, 171% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 171% Range: 1.4x Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease Damage (Ranged): +14 blight Curse of Shrouds Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron shield of mind resistance (+12%) (Corpses) (4 def, 2 armour, 18 block)acidic iron shield of mind resistance (+12%) (Corpses) (4 def, 2 armour, 18 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Changes resistances: +12% mind Talent granted: +1 Block Curse of Corpses Handheld deflection devices. Press to compare |
Yeek-fur Robe (Shrouds) (9 def, 3 armour) Yeek-fur Robe (Shrouds) (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Changes resistances: +20% cold Changes damage: +5% mind Talent mastery: +0.20 Technique / Stoic focus Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) Curse of Shrouds A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. Press to compare |
This item will automatically be transmogrified when you leave the level. tranquil woollen robe of Angolwen (Madness) (27 def, 0 armour)tranquil woollen robe of Angolwen (Madness) (27 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +27 (+8 eff.) Changes stats: +12 Wil / +4 Mag Mental save: +24 (+6 eff.) Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +11 (+4 eff.) Healing mod.: +18% Chance to avoid any damage: +8% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. ancient cashmere robe of fire (+22%) (Madness) (7 def, 0 armour)ancient cashmere robe of fire (+22%) (Madness) (7 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +5 Mag Changes resistances: +22% fire Changes resistances penetration: +11% physical / +10% temporal Changes damage: +15% fire / +14% physical / +10% temporal Reduces paradox anomalies(equivalent to willpower): +13 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. serene cashmere robe of the mind (+16%) (Corpses) (22 def, 0 armour)serene cashmere robe of the mind (+16%) (Corpses) (22 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +22 (+6 eff.) Changes stats: +5 Wil Changes resistances: +16% mind Changes damage: +16% mind Mental save: +14 (+4 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather armour (Corpses) (3 def, 6 armour)hardened leather armour (Corpses) (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Curse of Corpses A suit of armour made of leather. Press to compare |
marauder's hardened leather armour of the deep (Nightmares) (9 def, 10 armour) marauder's hardened leather armour of the deep (Nightmares) (9 def, 10 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex Changes resistances: +10% acid / +10% cold Allows you to breathe in: water Physical save: +11 (+3 eff.) Curse of Nightmares A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of spell shielding (Madness) (3 def, 6 armour)rejuvenating hardened leather armour of spell shielding (Madness) (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +8% arcane Spell save: +19 (+6 eff.) Life regen: +5.00 Stamina each turn: +1.20 Curse of Madness A suit of armour made of leather. Press to compare |
Windwaker (Misfortune) (13 def, 8 armour) Windwaker (Misfortune) (13 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% * 15% chance to daze Damage when hit (Melee): 4 lightning / 12 fire / 16 nature / 8 arcane Changes stats: +10 Str / +10 Dex Changes resistances: +3% fire / +9% nature / +9% arcane Changes damage: +3% arcane Physical save: +20 (+5 eff.) Life regen: +27.20 Healing mod.: +59% Curse of Misfortune A suit of armour made of leather. Press to compare |
Rope Belt of the Thaloren (Nightmares) Rope Belt of the Thaloren (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
cashmere cloak 'Duskspire' (Misfortune) (2 def, 0 armour) cashmere cloak 'Duskspire' (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes stats: +5 Cun / +1 Mag Changes resistances: +3% mind / +12% darkness Changes resistances penetration: +10% mind Changes damage: +6% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 26.00% 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. Press to compare |
Pawnch's Shell (Shrouds) (0 def, 2 armour) Pawnch's Shell (Shrouds) (0 def, 2 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Life regen: +2.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. Curse of Shrouds A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. Press to compare |
Eden's Guile (Nightmares) (2 def, 1 armour) Eden's Guile (Nightmares) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Nightmares It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
dreamer's pair of dwarven-steel boots of rushing (Nightmares) (0 def, 4 armour) dreamer's pair of dwarven-steel boots of rushing (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +4 Con Physical save: +11 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+3 eff.) Curse of Nightmares 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 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (Misfortune) (0 def, 4 armour)pair of dwarven-steel boots (Misfortune) (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Spellhunt Remnants (Madness) (1 def, 2 armour) Spellhunt Remnants (Madness) (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. Press to compare |
iron gauntlets of strength (+3) (Madness) (0 def, 1 armour) iron gauntlets of strength (+3) (Madness) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str When used to modify unarmed attacks: Power: 154% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
scouring iron gauntlets of the nighthunter (Madness) (0 def, 1 armour) scouring iron gauntlets of the nighthunter (Madness) (0 def, 1 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +1 Effects when hit in melee: * 19% chance to reduce powers by 20% * 19 arcane resource burn Changes stats: +2 Cun Changes resistances: +7% darkness Spell save: +11 (+4 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 19 arcane resource burn * 19% chance to reduce powers by 20% Damage (Melee): +9 darkness Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Gladhelaith the hardened leather cap (Misfortune) (0 def, 3 armour) Gladhelaith the hardened leather cap (Misfortune) (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Wil / +4 Cun / +7 Con Changes resistances: +8% acid / +10% fire / +11% cold / +11% lightning Critical mult.: +19.00% Physical save: +3 (+1 eff.) Stamina each turn: +0.60 Vim when firing critical spell: +1.00 Mindpower: +5 (+1 eff.) Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Misfortune A cap made of leather. Press to compare |
iron helm of constitution (+2) (Madness) (0 def, 3 armour) iron helm of constitution (+2) (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Crown of Burning Pain (Madness) (11 def, 0 armour) Crown of Burning Pain (Madness) (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+3 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire Curse of Madness It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 133.46 fire and 133.46 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. Press to compare |
7 nuummite 7 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.00 Encumbrance. Type: gem / blue ; 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. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
6 tiny geode 6 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all 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: 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. |
4 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 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 aquamarine 4 aquamarine0.00 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. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
7 carnelian 7 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / yellow ; 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
4 tiger's eye 4 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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. |
41 alchemist agate (Shrouds) 41 alchemist agate (Shrouds)0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds Gems can be sold for money or used in arcane rituals. Press to compare |
This item will automatically be transmogrified when you leave the level. Dazzlewrack the alchemist's lamp (Nightmares)Dazzlewrack the alchemist's lamp (Nightmares) Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 50% chance to disease * 30% chance to blind Damage when hit (Melee): 8 darkness Changes resistances: +12% temporal Changes resistances penetration: +20% blight / +5% temporal / +20% light Changes damage: +18% light / +9% temporal Light radius: +7 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
watchleader's alchemist's lamp of the zealot (Madness) watchleader's alchemist's lamp of the zealot (Madness)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +11 (+4 eff.) Blindness immunity: +37% Confusion immunity: +22% Light radius: +8 See stealth: +13 See invisible: +16 Curse of Madness It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
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 up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
psionic steel torque of kinetic psionic shield (Corpses) [power 43] (20 cooldown) psionic steel torque of kinetic psionic shield (Corpses) [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Curse of Corpses It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
dragonbone totem of cure ailments 'Flashsin' (Misfortune) [power 4] (10 cooldown) dragonbone totem of cure ailments 'Flashsin' (Misfortune) [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +2 Cun / +2 Wil Changes resistances: +15% lightning / +1% physical Maximum wards: +5 acid / +5 nature / +5 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws +1 Ward Poison immunity: +15% Cut immunity: +15% Disarm immunity: +35% Only die when reaching: -80.00 life Curse of Misfortune It can be used to remove up to 4 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Achievements
By RebiRa the Returned Cursed level 18
37th Dusk 122nd year of Ascendancy at 10:22 see stats
By RebiRa the Returned Cursed level 99
36th Pyre 123rd year of Ascendancy at 01:08 see stats
By RebiRa the Returned Cursed level 8
2nd Summertide 122nd year of Ascendancy at 07:31 see stats
By RebiRa the Returned Cursed level 95
52nd Regrowth 123rd year of Ascendancy at 15:50 see stats
By RebiRa the Returned Cursed level 43
13rd Haze 122nd year of Ascendancy at 19:08 see stats
By RebiRa the Returned Cursed level 86
59th Haze 122nd year of Ascendancy at 05:54 see stats
By RebiRa the Returned Cursed level 135
4th Dusk 123rd year of Ascendancy at 16:30 see stats
By RebiRa the Returned Cursed level 10
26th Dusk 122nd year of Ascendancy at 04:54 see stats
By RebiRa the Returned Cursed level 20
7th Haze 122nd year of Ascendancy at 19:30 see stats
By RebiRa the Returned Cursed level 30
8th Haze 122nd year of Ascendancy at 06:53 see stats
By RebiRa the Returned Cursed level 40
13rd Haze 122nd year of Ascendancy at 09:06 see stats
By RebiRa the Returned Cursed level 50
14th Haze 122nd year of Ascendancy at 03:11 see stats
By RebiRa the Returned Cursed level 118
46th Pyre 123rd year of Ascendancy at 02:55 see stats
By RebiRa the Returned Cursed level 54
49th Haze 122nd year of Ascendancy at 20:54 see stats
By RebiRa the Returned Cursed level 67
58th Haze 122nd year of Ascendancy at 07:01 see stats
By RebiRa the Returned Cursed level 43
13rd Haze 122nd year of Ascendancy at 19:03 see stats
By RebiRa the Returned Cursed level 142
63rd Haze 123rd year of Ascendancy at 17:48 see stats
By RebiRa the Returned Cursed level 73
58th Haze 122nd year of Ascendancy at 13:13 see stats
By RebiRa the Returned Cursed level 95
25th Regrowth 123rd year of Ascendancy at 01:08 see stats
Log
RebiRa deactivates Total Thuggery.
RebiRa is no longer attuned.
RebiRa deactivates Mind Link.
RebiRa deactivates Antimagic Shield.
RebiRa deactivates Kinetic Shield.
Zubethra the thief is no longer being stalked by RebiRa.
RebiRa deactivates Lacerating Strikes.
RebiRa deactivates Lucid Dreamer.
RebiRa is less impervious to physical effects.
RebiRa deactivates Stalk.
RebiRa deactivates Dismal Aura.
RebiRa deactivates Thermal Aura.
RebiRa deactivates Thermal Shield.
RebiRa no longer revels in blood quite so much.
RebiRa deactivates Kinetic Aura.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Zubethra the thief killed RebiRa!
Ran for 2 turns (stop reason: interesting character).
Talent Dominate is ready to use.
RebiRa receives 11 healing (23 psi heal).
Talent Windblade is ready to use.
RebiRa receives 11 healing (22 psi heal).
RebiRa receives 10 healing (21 psi heal).
Saving done.
An elite foe has fallen to your hate! (+8 hate)
RebiRa's remains glow with a strange light.
Saving game...