Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.2.0Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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: 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:
The lost city of Vulcus 1.3 1.2.4The 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). Extra Dungeons 1.2.3In 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: Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Superhuman |
Class | Cursed |
Level / Exp | 5 / 99% |
Size | medium |
Lifes / Deaths | Killed by Lisunne the giant crystal rat at level 3 on the 75th Pyre 122nd year of Ascendancy at 08:28 1 / 3Killed by Poredama the great wolf at level 5 on the 75th Pyre 122nd year of Ascendancy at 16:38 Killed by rwar at level 5 on the 75th Pyre 122nd year of Ascendancy at 16:40 |
Primary Stats
Strength | 38 (base 26) |
Dexterity | 22 (base 10) |
Constitution | 20 (base 10) |
Magic | 24 (base 10) |
Willpower | 34 (base 25) |
Cunning | 29 (base 17) |
Resources
Life | 302/302 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 0.9965 |
Regeneration | 6.1783 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 57 |
Accuracy | 38 |
Crit Chance | 33% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 29.2 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 22.92 (81.030927835052%) |
Defense | 32.1 |
Ranged Defense | 34.1 |
Fatigue | 17 |
Physical Save | 27.025 |
Spell Save | 29.025 |
Mental Save | 25.4 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 100% |
Blind Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
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 | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 11 air and an additional 5 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 5 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 3.0)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -2 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -3 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You failed to protect the worried loremaster from death by Liseth the cave bear. Escort: worried loremaster (level 3 of Trollmire) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | scholar's pair of iron boots (0 def, 3 armour) (Misfortune) scholar's pair of iron boots (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +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. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | miner's rough leather cap (0 def, 2 armour) (Nightmares) miner's rough leather cap (0 def, 2 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 Curse of Nightmares A cap made of leather. |
Tool | ash totem of cure ailments 'Arcvortex' [power 2] (13 cooldown) ash totem of cure ailments 'Arcvortex' [power 2] (13 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +5% lightning / +10% fire It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 13 cooldown. When used: 200% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Zadas the steel ring Zadas the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +7 Defense: +9 Changes stats: +2 Cun / +3 Mag Changes resistances: +11% arcane / +6% lightning Changes damage: +11% arcane / +9% acid Spellpower: +5 Activating this item is instant. 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. |
On fingers | steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +26% Infravision radius: +3 See stealth: +6 See invisible: +9 Rings can have magical properties. |
Around waist | rough leather belt of transcendence (Corpses) rough leather belt of transcendence (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 Mindpower: +3 Curse of Corpses A belt that goes around your waist. |
In main hand | Skullcleaver (20-28 power, 4 apr) (Corpses) Skullcleaver (20-28 power, 4 apr) (Corpses)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
On hands | restful iron gauntlets of strength (+2) (0 def, 1 armour) (Corpses) restful iron gauntlets of strength (+2) (0 def, 1 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Nobar (2 def, 6 armour) (Madness) Nobar (2 def, 6 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +16% lightning / +15% temporal / +10% light / +12% darkness Spell save: +9 Knockback immunity: +5% Curse of Madness A suit of armour made of mail. |
Cloak | linen cloak of the Shaloren (1 def, 0 armour) (Misfortune) linen cloak of the Shaloren (1 def, 0 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag 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. |
Around neck | grounding copper amulet of dexterity (+2) grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 217 over 5 turns) regeneration infusion of the warrior (heal 217 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 217 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the psychic (rad 5; power 61; turns 3; dispells darkness)sun infusion of the psychic (rad 5; power 61; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acidic iron battleaxe (14-21 power, 1 apr) (Misfortune)acidic iron battleaxe (14-21 power, 1 apr) (Misfortune) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 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% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing iron battleaxe of massacre (21-31.5 power, 1 apr) (Nightmares)arcing iron battleaxe of massacre (21-31.5 power, 1 apr) (Nightmares) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 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% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Curse of Nightmares Massive two-handed battleaxes. |
iron battleaxe (15-22.5 power, 1 apr) (Shrouds) iron battleaxe (15-22.5 power, 1 apr) (Shrouds)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 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% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of massacre (15-19.5 power, 5 apr) (Misfortune)acidic iron dagger of massacre (15-19.5 power, 5 apr) (Misfortune) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger of paradox (10-13 power, 5 apr) (Misfortune)arcing iron dagger of paradox (10-13 power, 5 apr) (Misfortune) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning / +5 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +4% temporal Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger (10.5-13.65 power, 5 apr) (Nightmares)balanced iron dagger (10.5-13.65 power, 5 apr) (Nightmares) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 Defense: +5 Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of daylight (9.5-12.35 power, 5 apr) (Corpses)balanced iron dagger of daylight (9.5-12.35 power, 5 apr) (Corpses) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead When wielded/worn: Accuracy: +5 Defense: +4 Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of massacre (14.5-18.85 power, 5 apr) (Nightmares)balanced iron dagger of massacre (14.5-18.85 power, 5 apr) (Nightmares) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +5 Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron dagger of massacre (14-18.2 power, 5 apr) (Corpses)flaming iron dagger of massacre (14-18.2 power, 5 apr) (Corpses) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of crippling (10-13 power, 5 apr) (Shrouds)iron dagger of crippling (10-13 power, 5 apr) (Shrouds) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +4.0% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of daylight (9.5-12.35 power, 5 apr) (Corpses)iron dagger of daylight (9.5-12.35 power, 5 apr) (Corpses) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 light Damage against: +4% Undead Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of phasing (11-14.3 power, 11 apr) (Misfortune)steel dagger of phasing (11-14.3 power, 11 apr) (Misfortune) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of massacre (41-53.3 power, 9 apr) (Nightmares)voratun dagger of massacre (41-53.3 power, 9 apr) (Nightmares) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 41.0 - 53.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning iron greatmaul of erosion (18-27 power, 1 apr) (Madness)manaburning iron greatmaul of erosion (18-27 power, 1 apr) (Madness) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn Damage (Melee): +9 temporal / +9 nature Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword (16.5-26.4 power, 1 apr) (Corpses)acidic iron greatsword (16.5-26.4 power, 1 apr) (Corpses) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Curse of Corpses Massive two-handed swords. |
arcing iron greatsword of erosion (16-25.6 power, 1 apr) (Misfortune) arcing iron greatsword of erosion (16-25.6 power, 1 apr) (Misfortune)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +9 temporal / +9 nature Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Alagarab' (34-54.4 power, 2 apr) (Misfortune)steel greatsword 'Alagarab' (34-54.4 power, 2 apr) (Misfortune) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 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% Damage (Melee): +7 nature / +13 temporal When wielded/worn: Accuracy: +10 Defense: +9 Changes resistances: +6% light Disarm immunity: +5% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbow 'Hestir' (Nightmares)ash longbow 'Hestir' (Nightmares) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to cause random insanity Damage (Ranged): +7 fire When wielded/worn: Physical power: +10 Changes stats: +3 Str Changes damage: +8% fire Psi when hit: +0.12 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elm longbow of power (Misfortune)elm longbow of power (Misfortune) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +9% physical Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of acid (Misfortune)mighty elm longbow of acid (Misfortune) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Physical power: +5 Changes stats: +1 Str Changes damage: +8% acid Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. slime-covered iron longsword (12.5-17.5 power, 2 apr) (Shrouds)slime-covered iron longsword (12.5-17.5 power, 2 apr) (Shrouds) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 5% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Gleamwasp (12.5-17.5 power, 9 apr) (Madness)Gleamwasp (12.5-17.5 power, 9 apr) (Madness) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +18 insidious poison When wielded/worn: Physical power: +7 Changes stats: +2 Con Changes resistances penetration: +5% physical Changes damage: +15% light Disarm immunity: +11% Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron mace of massacre (17.5-24.5 power, 2 apr) (Madness)flaming iron mace of massacre (17.5-24.5 power, 2 apr) (Madness) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Madness)Serpent's Glare (7-7.7 power, 15 apr, nature damage) (Madness) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% Curse of Madness It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 175.95 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. gifted mossy mindstar of clarity (3-3.3 power, 12 apr, nature damage) (Shrouds)gifted mossy mindstar of clarity (3-3.3 power, 12 apr, nature damage) (Shrouds) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +3 Maximum psi: +10.00 Mindpower: +3 Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage) (Nightmares)horrifying mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage) (Nightmares) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 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: Effects when hit in melee: * Slows global speed by 2% Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +3% darkness / +2% nature / +3% mind Mindpower: +1 Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mossy mindstar of slime (2-2.2 power, 12 apr, mind damage) (Corpses)mossy mindstar of slime (2-2.2 power, 12 apr, mind damage) (Corpses) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 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: Effects when hit in melee: * Slows global speed by 3% Changes damage: +3% nature Mindpower: +1 Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of balance (13.5-14.85 power, 32 apr, mind damage) (Corpses)pulsing mindstar of balance (13.5-14.85 power, 32 apr, mind damage) (Corpses) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.80 Mindpower: +4 Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Poredassra (Madness)Poredassra (Madness) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 cold Burst (radius 1) on hit: +2 acid When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +19% physical Changes damage: +21% physical / +9% cold Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Ivawe the Phoenixmire (15-18 power, 3 apr, darkness element) (Corpses)Ivawe the Phoenixmire (15-18 power, 3 apr, darkness element) (Corpses) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag 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 resistances: +3% acid / +6% cold Changes resistances penetration: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +6 Spell save: +8 Mental save: +6 Spellpower: +6 Spell crit. chance: +6% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Belita (27-37.8 power, 3 apr) (Madness) Belita (27-37.8 power, 3 apr) (Madness)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 27.0 - 37.8 Uses stat: 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 crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 12 mind Changes stats: +2 Cun Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Tufang (17-23.8 power, 3 apr) (Nightmares)Tufang (17-23.8 power, 3 apr) (Nightmares) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% Damage (Melee): +9 cold When wielded/worn: Accuracy: +6 Changes stats: +2 Str / +1 Dex / +1 Cun Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning iron waraxe (12-16.8 power, 2 apr) (Nightmares)manaburning iron waraxe (12-16.8 power, 2 apr) (Nightmares) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe 'Erelogen' (25-35 power, 3 apr) (Misfortune)steel waraxe 'Erelogen' (25-35 power, 3 apr) (Misfortune) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 25.0 - 35.0 Uses stat: 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 insanity When wielded/worn: Changes resistances: +7% acid / +3% blight / +7% fire / +8% lightning / +7% cold Spell save: +6 Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe (3 def, 0 armour) (Nightmares)shimmering silk robe (3 def, 0 armour) (Nightmares) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +12% arcane Maximum mana: +25.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. scholar's pair of rough leather boots (0 def, 1 armour) (Corpses)scholar's pair of rough leather boots (0 def, 1 armour) (Corpses) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 Curse of Corpses A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. umbral rough leather gloves (0 def, 1 armour) (Madness)umbral rough leather gloves (0 def, 1 armour) (Madness) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +6% darkness Changes damage: +3% darkness Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cleansing iron helm of constitution (+2) (0 def, 3 armour) (Corpses)cleansing iron helm of constitution (+2) (0 def, 3 armour) (Corpses) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% nature / +5% blight Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. grounding iron helm of strength (+3) (0 def, 3 armour) (Corpses)grounding iron helm of strength (+3) (0 def, 3 armour) (Corpses) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) (Nightmares)linen wizard hat (1 def, 0 armour) (Nightmares) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of the mind (+10%) (1 def, 0 armour) (Corpses)linen wizard hat of the mind (+10%) (1 def, 0 armour) (Corpses) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% mind Changes damage: +10% mind Curse of Corpses A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour) (Shrouds) iron mail armour (2 def, 4 armour) (Shrouds)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of cold resistance (2 def, 4 armour) (Misfortune)iron mail armour of cold resistance (2 def, 4 armour) (Misfortune) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +15% cold Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of temporal resistance (2 def, 4 armour) (Nightmares)iron mail armour of temporal resistance (2 def, 4 armour) (Nightmares) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% temporal Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of stability (2 def, 4 armour) (Nightmares)spiked iron mail armour of stability (2 def, 4 armour) (Nightmares) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +5% physical Physical save: +10 Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour (2 def, 6 armour) (Madness)spiked steel mail armour (2 def, 6 armour) (Madness) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 12 physical Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of acid resistance (2 def, 6 armour) (Shrouds)spiked steel mail armour of acid resistance (2 def, 6 armour) (Shrouds) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +15% acid Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (2 def, 4 armour) (Corpses)cured leather armour of cold resistance (2 def, 4 armour) (Corpses) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% cold Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of fire resistance (1 def, 2 armour) (Misfortune)rough leather armour of fire resistance (1 def, 2 armour) (Misfortune) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +15% fire Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (1 def, 2 armour) (Madness)rough leather armour of lightning resistance (1 def, 2 armour) (Madness) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% lightning Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of resilience (1 def, 2 armour) (Madness)rough leather armour of resilience (1 def, 2 armour) (Madness) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Maximum life: +20.00 Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of temporal resistance (2 def, 4 armour) (Corpses)spiked cured leather armour of temporal resistance (2 def, 4 armour) (Corpses) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 10 physical Changes resistances: +18% temporal Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (1 def, 2 armour) (Nightmares)spiked rough leather armour (1 def, 2 armour) (Nightmares) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (1 def, 2 armour) (Shrouds)spiked rough leather armour of cold resistance (1 def, 2 armour) (Shrouds) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% cold Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic iron plate armour (3 def, 7 armour) (Madness)prismatic iron plate armour (3 def, 7 armour) (Madness) Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +11% light / +10% darkness Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked iron plate armour of resilience (3 def, 7 armour) (Shrouds)spiked iron plate armour of resilience (3 def, 7 armour) (Shrouds) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 11 physical Maximum life: +21.00 Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of command (10 def, 13 armour) (Corpses)steel plate armour of command (10 def, 13 armour) (Corpses) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +10 Fatigue: +22% Changes stats: +1 Cun Mental save: +12 Curse of Corpses A suit of armour made of metal plates. |
Blastpassion (6 def, 2 armour, 39 block) (Corpses) Blastpassion (6 def, 2 armour, 39 block) (Corpses)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects on melee hit: * 15% chance to daze Damage (Melee): 6 lightning / 6 fire Damage when hit (Melee): 14 lightning / 12 fire Changes resistances: +13% arcane Talent granted: +2 Block Curse of Corpses Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 48 block) (Corpses) Coral Spray (8 def, 8 armour, 48 block) (Corpses)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. Curse of Corpses A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. Giluhek (16/16, 20.5-28.7 power, 7 apr)Giluhek (16/16, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Fire Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +7.5% Capacity: 16 On weapon hit: * 20% chance to corrode armor * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Ranged): +8 lightning / +5 nature / +16 acid Burst (radius 2) on crit: +6 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elm arrows of accuracy (18/18, 16-22.4 power, 5 apr)barbed quiver of elm arrows of accuracy (18/18, 16-22.4 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
This item will automatically be transmogrified when you leave the level. arcing pouch of iron shots of accuracy (11/11, 13-15.6 power, 1 apr)arcing pouch of iron shots of accuracy (11/11, 13-15.6 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 11 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of iron shots of purging (35/35, 12.5-15 power, 1 apr)high-capacity pouch of iron shots of purging (35/35, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 35 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +6 nature When wielded/worn: Ammo reloads per turns: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of crippling (16/16, 13.5-16.2 power, 1 apr)pouch of iron shots of crippling (16/16, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +10.0% Capacity: 16 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Glulle [power 23] (16 cooldown)Glulle [power 23] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes resistances: +6% lightning It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, placing all other charms into a 16 cooldown. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. elm totem of cure ailments [power 1] (10 cooldown)elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Kindleire the ash wand of trap destruction [power 36] (15 cooldown)Kindleire the ash wand of trap destruction [power 36] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes damage: +6% light Infravision radius: +3 It can be used to try to disarm traps in a line (disarm power 36), placing all other charms into a 15 cooldown. When used: 300% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Log
rwar steals life from Lisodhelaith the green worm mass!
rwar hits Lisodhelaith the green worm mass for 5 blight, 16 physical (21 total damage).
Poredama the great wolf uses Juggernaut.
Poredama the great wolf hardens its skin.
Your hatred grows even as your life fades! (+8 hate)
Poredama the great wolf hits rwar for 60 physical, 8 temporal, 11 nature, 8 darkness (87 total damage).
rwar the level 5 superhuman cursed was darkened to death by Poredama the great wolf on level 3 of Trollmire.
You have 1 life(s) left.
Rwar is not stunned anymore.
Rwar deactivates Gloom.
You feel your rampage slowing down. (-1 duration)
Rwar deactivates Elemental Harmony.
You feel your rampage slowing down. (-1 duration)
Rwar deactivates Stalk.
You feel your rampage slowing down. (-1 duration)
Poredama the great wolf is no longer being stalked by rwar.
Rwar is no longer rampaging.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Poredama the great wolf killed rwar!
Talent Slash is ready to use.
Talent Infusion: Regeneration is ready to use.
rwar receives 5 healing from Unnatural Body.
Ran for 2 turns (stop reason: interesting character).
Saving done.
An elite foe has fallen to your hate! (+8 hate)
Saving game...