Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 158 / 70% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 453.62397906044 (base 168) |
| Dexterity | 416.2479581209 (base 168) |
| Constitution | 312.2479581209 (base 168) |
| Magic | 267.62397906045 (base 168) |
| Willpower | 308.2479581209 (base 168) |
| Cunning | 317.24795812092 (base 168) |
Resources
| Mana | 1835/1995 |
| Psi_feedback | 35/180 |
| Life | 7608/7634 |
| Paradox | 300 |
| Equilibrium | 63 |
| Vim | 799/799 |
| Positive | 0/584 |
| Stamina | 1272/1301 |
| Psi | 1819/1820 |
| Healing Factor | 1.83 |
| Regeneration | 1262.965563336 |
Speed
| Mental | +47.92755682084% |
| Attack | +35.08789317789% |
| Movement | +1101.6724214936% |
| Spell | +27.83966364295% |
| Global | +264.03337696161% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 18 |
| See Stealth | 204.96966604981 |
| See Invisible | 310.76896270032 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 672 |
| Accuracy | 114 |
| Crit Chance | 244% |
| APR | 52 |
| Speed | 0.68 |
Offense: Offhand
| Damage | 702 |
| Accuracy | 106 |
| Crit Chance | 244% |
| APR | 151 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 182.91863129875 |
| Crit Chance | 100% |
| Speed | 0.78222984283888 |
Offense: Mind
| Mindpower | 123.33153640835 |
| Crit Chance | 100% |
| Speed | 0.7402587874275 |
Offense: Damage Bonus
| All | +19% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 82 (60%) |
| Defense | 130.10764285985 |
| Ranged Defense | 134.91106843991 |
| Fatigue | 0 |
| Physical Save | 127.21029110298 |
| Spell Save | 138.40097222557 |
| Mental Save | 108.23726178077 |
Defense: Resistances
| All | + 68%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 37% |
| Poison Resistance | 85% |
| Blind Resistance | 100% |
| Silence Resistance | 15% |
| Bleed Resistance | 90% |
| Teleport Resistance | 45% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 74% |
Inscriptions (6/6)
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 217.66 physical damage and 383.87 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
| 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 2233% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2838 damage for 8 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 3036 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3494% over 10 turns and instantly restoring 174 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 117 for 13 turns. While Heroism is active, you will only die when reaching -3881 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Heart of Fire | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 6/5 |
| 9/5 |
| 12/5 |
| 0/5 |
| Psionic / Solipsism | 1.20 |
| 15/5 |
| 1/5 |
| 15/5 |
| 15/5 |
| Corruption / Fearfire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 6/5 |
| 5/5 |
| 7/5 |
| 5/5 |
| Psionic / Focus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 0/5 |
| Cunning / Stealth | 1.20 |
| 10/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 7/5 |
| 15/5 |
| 7/5 |
| 9/5 |
| Wild-gift / Corrosive blades | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 12/5 |
| Wild-gift / Ooze | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 10/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Technique / Battle tactics | 1.00 |
| 10/5 |
| 6/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 7/5 |
| 13/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 6/5 |
| 13/5 |
| 13/5 |
| 6/5 |
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 7/5 |
| 1/5 |
| 7/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 12/5 |
| 1/5 |
| 12/5 |
| 12/5 |
| Spell / Enhancement | 1.00 |
| 11/5 |
| 1/5 |
| 1/5 |
| 12/5 |
| Technique / Magical combat | 1.20 |
| 6/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 6/5 |
| 12/5 |
| 6/5 |
| 6/5 |
| Spell / Fire | 1.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 9/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.00 |
| 5/5 |
| 1/5 |
| 13/5 |
| 5/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
| 13/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 12/5 |
| 1/5 |
| 12/5 |
| Race / Ogre | 1.20 |
| 5/5 |
| 13/5 |
| 5/5 |
| 9/5 |
| Cursed / Cursed aura | 1.00 |
| 15/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 12/5 |
| 14/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 11/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 13/5 |
| 1/5 |
| 12/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 15/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 10/5 |
| 5/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 6/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 13/5 |
| Corruption / Demonic strength | 1.20 |
| 11/5 |
| 1/5 |
| 13/5 |
| 0/5 |
| Corruption / Black-magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 11/5 |
| 1/5 |
| 8/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 9/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 6/5 |
| 15/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Keen Senses |
| talent | Mitosis |
| talent | Weapon Folding |
| talent | Elemental Discord |
| talent | Inner Power |
| talent | Arcane Power |
| talent | Elemental Harmony |
| talent | Premonition |
| talent | Wildfire |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Shadow Feed |
| talent | Wild Growth |
| talent | Spellcraft |
| talent | Psiblades |
| talent | Burning Wake |
| talent | Augmentation |
| talent | Bleak Outcome |
| talent | Essence of Speed |
| talent | Fiery Hands |
| talent | Temporal Hounds |
| talent | Lacerating Strikes |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.6)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 14.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is surrounded by a magical shield, absorbing 1210/2838 damage nil before it crumbles. Damage Shield |
| beneficial effect | Acid damage increased by 6%. Corrosive Nature |
| beneficial effect | Countering melee attacks: Has a 86% chance to get an automatic counter attack when avoiding a melee attack. (3.6 counters remaining) Counter Attacking |
| beneficial effect | You have 1 charges. Ominous Shadow Charges |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | A flow of life spins around the target, regenerating 607.36 life per turn. Regeneration |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 9.6)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +21% damage against the undead. Power 2+: -1 Luck, +9 Strength, +9 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 10. Power 4+: Reprieve from Death: Humanoids you slay have a 51% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 10. Bloodlust |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +11 Defense, +5 Ranged Defense Power 2+: -1 Luck, +10 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+44% chance to avoid traps). Power 4+: Unfortunate End: There is a 34% chance that the damage you deal will increase by 35% if the increase would be enough to kill your opponent. |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 7%). Shroud of Weakness |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+65% global speed). Clarity |
| beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
| beneficial effect | Spellpower increased by 38. Stripped Life |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+28% resist all). Shroud of Death |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+28% resist all). Shroud of Passing |
| beneficial effect | The thrill of combat improves the target's maximum life by 21%, life regeneration by 28.11, and stamina regeneration by 5.62. Bloodbath |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.6): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% 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 20 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 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 | The target is moving is 90% faster. 3 Celerity |
| beneficial effect | Increases attack, spell, and mind speed by 15%. 1 Time Dilation |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.6)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +26 Darkness Resistance, +13% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 28% 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 28% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 6101. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 178 power out of 0/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| Quiver | 1295 alchemist agate (Nightmares) 1295 alchemist agate (Nightmares)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
| On hands | Mirewhisper (Corpses) (0 def, 3 armour) Mirewhisper (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 16 darkness / 4 nature Changes stats: +5 Str / +14 Dex / +5 Mag / +2 Wil / +18 Cun Changes resistances: +6% nature / +9% light / +16% darkness Changes damage: +3% mind Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+1 eff.) Mental save: +33 (+5 eff.) Mental crit. chance: +2% Infravision radius: +2 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +15 Physical crit. chance: +19.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 40% chance to inflict damage reduction * 40% chance to daze Burst (radius 1) on hit: +20 nature / +4 darkness Burst (radius 2) on crit: +50 light / +48 darkness Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Erarochik (Corpses) Erarochik (Corpses)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +2 Dex / +1 Wil / +11 Con Changes resistances: +18% blight Changes damage: +9% blight Grants telepathy: Dragon Mental save: +14 (+2 eff.) Life regen: +10.10 Light radius: +4 See stealth: +25 See invisible: +14 Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dimvile the voratun helm (Corpses) (12 def, 5 armour) Dimvile the voratun helm (Corpses) (12 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn * 45% chance to inflict damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 acid / 12 temporal Changes stats: +13 Str / +14 Dex / +5 Mag / +14 Wil / +16 Cun / +5 Con Changes resistances: +14% blight Changes damage: +15% acid / +6% mind Mental save: +15 (+2 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +4% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Thunderblack (Corpses) (0 def, 15 armour) Thunderblack (Corpses) (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Effects on melee hit: * 45% chance to corrode armour * 30% chance to daze Damage when hit (Melee): 12 acid / 8 lightning Changes resistances: +6% acid / +6% mind / +12% lightning Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +15% acid / +30% mind Physical save: +13 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +14 (+2 eff.) Life regen: +4.90 Infravision radius: +3 Healing mod.: +30% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | bloodhexed voratun pickaxe (Misfortune) (dig speed 16 turns) bloodhexed voratun pickaxe (Misfortune) (dig speed 16 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +13 Str / +10 Wil Mental crit. chance: +15% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Splendourwinter' (Madness) voratun ring 'Splendourwinter' (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Defense: +14 (+3 eff.) Ranged Defense: +14 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +15 Mag / +8 Wil / +8 Cun Changes resistances: +9% darkness / +2% physical Reduces incoming crit damage: 25.00% Physical save: +6 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +9 (+1 eff.) Confusion immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +15% Only die when reaching: -80.00 life Spellpower: +40 (+4 eff.) Mindpower: +15 (+2 eff.) Curse of Madness Rings can have magical properties. |
| On fingers | Issadevor the Blazequarry (Shrouds) Issadevor the Blazequarry (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+0 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Str / +6 Wil / +7 Cun / +4 Con Changes resistances: +6% cold Changes resistances penetration: +5% fire Spell save: +18 (+1 eff.) Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
| Around neck | Cobravalor (Nightmares) Cobravalor (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +17 Str / +10 Dex / +17 Wil / +2 Cun / +2 Con Changes resistances penetration: +15% nature Reduces incoming crit damage: 5.00% Mental save: +15 (+2 eff.) Confusion immunity: +25% Mindpower: +15 (+2 eff.) Infravision radius: +1 See invisible: +9 Curse of Nightmares Amulets can have magical properties. |
| In main hand | Xanyma (Corpses) (56.5-79.1 power, 6 apr) Xanyma (Corpses) (56.5-79.1 power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Defense: +14 (+3 eff.) Ranged Defense: +14 (+2 eff.) Changes stats: +1 Mag / +4 Wil Changes resistances: +12% cold / +6% mind / +3% temporal Grants telepathy: Demon/Minor Demon/Major Critical mult.: +19.00% Spell save: +6 (+0 eff.) Disease immunity: +15% Cut immunity: +5% Silence immunity: +15% Stun/Freeze immunity: +25% Teleport immunity: +25% Only die when reaching: -20.00 life Infravision radius: +4 See invisible: +6 Curse of Corpses Sharp, long, and deadly. |
| Around waist | Lightmortal the drakeskin leather belt (Nightmares) Lightmortal the drakeskin leather belt (Nightmares) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Changes stats: +2 Str / +17 Dex / +1 Mag / +12 Cun / +2 Con / +10 Lck Changes resistances: +6% acid / +15% blight Changes resistances penetration: +5% light / +15% blight Changes damage: +10% all / +6% temporal Trap disarming bonus: +30 Stealth bonus: +14 Maximum life: +126.00 Maximum mana: +72.00 Maximum stamina: +65.00 Maximum hate: +16.00 Maximum psi: +37.00 Maximum vim: +35.00 Maximum pos.energy: +33.00 Maximum neg.energy: +26.00 Spell crit. chance: +5% Mental crit. chance: +20% Light radius: +1 Infravision radius: +8 See invisible: +6 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Nightmares A belt that goes around your waist. |
| In off hand | parasitic living mindstar of flames (Misfortune) (17-18.7 power, 105 apr, nature damage) parasitic living mindstar of flames (Misfortune) (17-18.7 power, 105 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 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. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 116% Wil, 0% Mag, 69% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +105 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +16% fire Changes resistances penetration: +17% fire Changes damage: +20% fire Hate when firing a critical mind attack: +5.00 Maximum hate: +25.00 Mindpower: +23 (+3 eff.) Mental crit. chance: +5% Global speed: +6% Life leech chance: +25% Life leech: +25% 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. |
| Cloak | Elesenn the Muckriver (Corpses) (3 def, 0 armour) Elesenn the Muckriver (Corpses) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * Slows global speed by 60% * 45% chance to corrode armour Damage when hit (Melee): 4 acid / 12 arcane / 8 nature Changes stats: +6 Mag / +18 Wil / +11 Cun Changes resistances: +9% acid / +6% nature / +6% mind / +10% arcane Changes resistances penetration: +15% acid / +30% nature Changes damage: +3% nature / +12% acid Spell crit. chance: +7% Mental crit. chance: +16% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Ulfinarichak' (Nightmares) (5 def, 8 armour) drakeskin leather armour 'Ulfinarichak' (Nightmares) (5 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: Accuracy: +2 (+0 eff.) Physical crit. chance: +6.0% Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 blight Changes stats: +3 Str / +5 Wil Changes resistances: +30% acid / +6% temporal / +9% light Changes damage: +3% blight / +10% all Critical mult.: +15.00% Teleport immunity: +5% Life regen: +18.00 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +94.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +53% Damage Shield penetration: +10% Curse of Nightmares A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 1830) healing infusion of the duelist (heal 1830)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1830 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity 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. |
healing infusion of the psychic (heal 1364) healing infusion of the psychic (heal 1364)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1364 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 1374) healing infusion of the sneak (heal 1374)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1374 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 1352) healing infusion of the titan (heal 1352)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1352 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 1945) healing infusion of the warrior (heal 1945)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1945 and cleanse 1 wound and poison effect. 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. |
healing infusion of the warrior (heal 1973) healing infusion of the warrior (heal 1973)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1973 and cleanse 1 wound and poison effect. 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. |
healing infusion of the warrior (heal 1962) healing infusion of the warrior (heal 1962)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1962 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 1192) healing infusion of the wizard (heal 1192)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1192 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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. |
heroism infusion of the duelist (+107 for 12 turns, die at -3415) heroism infusion of the duelist (+107 for 12 turns, die at -3415)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 107 for 12 turns. While Heroism is active, you will only die when reaching -3415 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
heroism infusion of the duelist (+109 for 13 turns, die at -3710) heroism infusion of the duelist (+109 for 13 turns, die at -3710)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 109 for 13 turns. While Heroism is active, you will only die when reaching -3710 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
heroism infusion of the psychic (+82 for 11 turns, die at -2501) heroism infusion of the psychic (+82 for 11 turns, die at -2501)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 82 for 11 turns. While Heroism is active, you will only die when reaching -2501 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the sneak (+83 for 12 turns, die at -2756) heroism infusion of the sneak (+83 for 12 turns, die at -2756)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 83 for 12 turns. While Heroism is active, you will only die when reaching -2756 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+82 for 11 turns, die at -2596) heroism infusion of the titan (+82 for 11 turns, die at -2596)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 82 for 11 turns. While Heroism is active, you will only die when reaching -2596 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+118 for 12 turns, die at -4004) heroism infusion of the warrior (+118 for 12 turns, die at -4004)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 118 for 12 turns. While Heroism is active, you will only die when reaching -4004 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (2569% speed; 5 turns) movement infusion of the duelist (2569% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2569% 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 Dexterity 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. |
movement infusion of the duelist (2767% speed; 8 turns) movement infusion of the duelist (2767% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2767% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 93 over 5 turns) regeneration infusion (heal 93 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 93 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 2946 over 5 turns) regeneration infusion of the duelist (heal 2946 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2946 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 2220 over 5 turns) regeneration infusion of the sneak (heal 2220 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2220 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 2245 over 5 turns) regeneration infusion of the sneak (heal 2245 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2245 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 2116 over 5 turns) regeneration infusion of the titan (heal 2116 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2116 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 2061 over 5 turns) regeneration infusion of the titan (heal 2061 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2061 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 2319 over 5 turns) regeneration infusion of the titan (heal 2319 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2319 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 2825 over 5 turns) regeneration infusion of the warrior (heal 2825 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2825 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. |
regeneration infusion of the wizard (heal 1837 over 5 turns) regeneration infusion of the wizard (heal 1837 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1837 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 1690 over 5 turns) regeneration infusion of the wizard (heal 1690 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1690 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 2012 over 5 turns) regeneration infusion of the wizard (heal 2012 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2012 life over 5 turns. Its effects scale with your Magic 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. |
Rune of the Rift (1382.99 temporal damage, removed from time 4 turns) Rune of the Rift (1382.99 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Inflicts 1740.25 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (50 cold damage; 15 apply power) biting gale rune (50 cold damage; 15 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 50.96 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (1206 cold damage; 142 apply power) biting gale rune of the wizard (1206 cold damage; 142 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1206.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 142. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 46) controlled phase door rune of the duelist (range 46)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 46. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 36) controlled phase door rune of the titan (range 36)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 36. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 37) controlled phase door rune of the titan (range 37)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 37. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 35) controlled phase door rune of the titan (range 35)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 35. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (4192 fire damage) heat beam rune of the duelist (4192 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 4192.85 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (3060 fire damage) heat beam rune of the sneak (3060 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 3060.33 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (2915 fire damage) heat beam rune of the wizard (2915 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 2915.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (3295 lightning damage) lightning rune of the duelist (3295 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1098.40 to 3295.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (3356 lightning damage) lightning rune of the duelist (3356 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1118.78 to 3356.35 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (3323 lightning damage) lightning rune of the duelist (3323 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1107.91 to 3323.73 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (2269 lightning damage) lightning rune of the sneak (2269 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 756.48 to 2269.43 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (2236 lightning damage) lightning rune of the sneak (2236 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 745.60 to 2236.81 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (2803 lightning damage) lightning rune of the sneak (2803 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 934.49 to 2803.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (2775 lightning damage) lightning rune of the titan (2775 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 925.17 to 2775.50 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (2123 lightning damage) lightning rune of the titan (2123 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 707.75 to 2123.24 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (635% regen over 10 turns; 31 instant mana) manasurge rune (635% regen over 10 turns; 31 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 635% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (4092% regen over 10 turns; 204 instant mana) manasurge rune of the duelist (4092% regen over 10 turns; 204 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4092% over 10 turns and instantly restoring 204 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (3554% regen over 10 turns; 177 instant mana) manasurge rune of the duelist (3554% regen over 10 turns; 177 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3554% over 10 turns and instantly restoring 177 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (3458% regen over 10 turns; 172 instant mana) manasurge rune of the sneak (3458% regen over 10 turns; 172 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3458% over 10 turns and instantly restoring 172 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (2799% regen over 10 turns; 139 instant mana) manasurge rune of the titan (2799% regen over 10 turns; 139 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2799% over 10 turns and instantly restoring 139 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (3793% regen over 10 turns; 189 instant mana) manasurge rune of the warrior (3793% regen over 10 turns; 189 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3793% over 10 turns and instantly restoring 189 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (3769% regen over 10 turns; 188 instant mana) manasurge rune of the warrior (3769% regen over 10 turns; 188 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (78% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3769% over 10 turns and instantly restoring 188 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 2413 for 4 turns) shielding rune of the duelist (absorb 2413 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2413 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 1977 for 7 turns) shielding rune of the psychic (absorb 1977 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1977 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 1731 for 3 turns) shielding rune of the sneak (absorb 1731 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1731 damage for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 2056 for 8 turns) shielding rune of the sneak (absorb 2056 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2056 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 2037 for 6 turns) shielding rune of the titan (absorb 2037 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2037 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 2098 for 8 turns) shielding rune of the titan (absorb 2098 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2098 damage for 8 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 2750 for 8 turns) shielding rune of the warrior (absorb 2750 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2750 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 2460 for 5 turns) shielding rune of the warrior (absorb 2460 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2460 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1659 for 8 turns) shielding rune of the wizard (absorb 1659 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1659 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1749 for 7 turns) shielding rune of the wizard (absorb 1749 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1749 damage for 7 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1623 for 5 turns) shielding rune of the wizard (absorb 1623 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1623 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Garkul's Teeth (Madness) Garkul's Teeth (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life Curse of Madness It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 697.86 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Moldgash the steel amulet (Nightmares) Moldgash the steel amulet (Nightmares)Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to inflict damage reduction * 7% chance to blind Changes resistances: +12% lightning / +6% physical / +3% acid Changes damage: +6% darkness / +12% nature / +7% light Stun/Freeze immunity: +35% Stamina each turn: +0.40 Curse of Nightmares Amulets can have magical properties. |
Shard of Insanity (Shrouds) Shard of Insanity (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+5 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Curse of Shrouds It can be used to activate talent Inner Demons (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 32% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Ulidramas the voratun amulet (Misfortune) Ulidramas the voratun amulet (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +14 (+1 eff.) Effects on melee hit: * Slows global speed by 60% Changes stats: +3 Con Changes resistances penetration: +15% physical Changes damage: +18% physical Grants telepathy: Dragon Demon/Major Demon/Minor Maximum encumbrance: +30 Life regen: +0.40 Only die when reaching: -20.00 life Maximum stamina: +10.00 Light radius: +4 Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
Zemekkys' Broken Hourglass (Corpses) Zemekkys' Broken Hourglass (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Corpses It can be used to activate talent Time Stop (costing 45 power out of 80/80) : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's gold amulet of magic (+5) (Misfortune) archmage's gold amulet of magic (+5) (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes damage: +5% acid / +6% fire / +5% cold / +6% lightning Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Curse of Misfortune Amulets can have magical properties. |
grounding copper amulet (Nightmares) grounding copper amulet (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +22% Curse of Nightmares Amulets can have magical properties. |
mindweaver's stralite amulet of perfection (0.34 Psionic / Thought-Forms,0.34 Cursed / Dark sustenance) (Shrouds) mindweaver's stralite amulet of perfection (0.34 Psionic / Thought-Forms,0.34 Cursed / Dark sustenance) (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Talent masteries: +0.34 Psionic / Thought-Forms +0.34 Cursed / Dark sustenance Mental save: +13 (+2 eff.) Confusion immunity: +19% Mindpower: +11 (+1 eff.) Curse of Shrouds Amulets can have magical properties. |
restful voratun amulet of manastreaming (Misfortune) restful voratun amulet of manastreaming (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +5 Mag Life regen: +4.50 Mana each turn: +0.51 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Curse of Misfortune Amulets can have magical properties. |
serendipitous voratun amulet of vision (Corpses) serendipitous voratun amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+5 eff.) Changes stats: +20 Lck Blindness immunity: +36% Infravision radius: +10 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 20% Curse of Corpses Amulets can have magical properties. |
voratun amulet (Corpses) voratun amulet (Corpses)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Corpses Amulets can have magical properties. |
voratun amulet (Misfortune) voratun amulet (Misfortune)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Misfortune Amulets can have magical properties. |
voratun amulet (Nightmares) voratun amulet (Nightmares)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Nightmares Amulets can have magical properties. |
voratun amulet (Nightmares) voratun amulet (Nightmares)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Nightmares Amulets can have magical properties. |
voratun amulet (Shrouds) voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
voratun amulet (Shrouds) voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
voratun amulet of mastery (0.40 Cunning / Stealth) (Nightmares) voratun amulet of mastery (0.40 Cunning / Stealth) (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Cunning / Stealth Curse of Nightmares Amulets can have magical properties. |
wanderer's stralite amulet of strength (+9) (Shrouds) wanderer's stralite amulet of strength (+9) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Str / +9 Dex / +9 Cun / +8 Con Life regen: +1.30 Stamina each turn: +1.30 Movement speed: +10% Curse of Shrouds Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Beterann the steel ring (Nightmares) Beterann the steel ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +10 Dex / +1 Mag / +6 Cun / +3 Con Reduces incoming crit damage: 15.00% Infravision radius: +1 See invisible: +6 Curse of Nightmares Rings can have magical properties. |
Elemental Fury (Shrouds) Elemental Fury (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
Exiler (Shrouds) Exiler (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Shrouds It can be used to inflict 438.73 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Fireblack the voratun ring (Corpses) Fireblack the voratun ring (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Defense: +23 (+6 eff.) Ranged Defense: +6 (+0 eff.) Changes stats: +8 Cun / +7 Mag Changes resistances: +15% temporal / +9% mind / +6% light Changes damage: +12% fire Reduces incoming crit damage: 30.00% Physical save: +18 (+2 eff.) Spell save: +26 (+2 eff.) Mental save: +15 (+2 eff.) Silence immunity: +10% Confusion immunity: +5% Pinning immunity: +30% Spellpower: +12 (+1 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Nightsong (Madness) Nightsong (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 Curse of Madness It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 78 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Oaksin (Nightmares) Oaksin (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +3 Cun / +7 Str Changes resistances: +6% lightning Changes damage: +6% fire / +18% nature / +9% mind Equilibrium when hit: +0.28 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares Rings can have magical properties. |
Phoenixquick the gold ring (Madness) Phoenixquick the gold ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +1 Wil / +4 Cun / +7 Con Changes damage: +15% fire Physical save: +14 (+1 eff.) Mental save: +26 (+4 eff.) Equilibrium when hit: +0.08 Curse of Madness Rings can have magical properties. |
Ring of the Dead (Misfortune) Ring of the Dead (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Splendourspawner (Madness) Splendourspawner (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +7 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Str / +6 Dex / +5 Cun / +5 Con Changes damage: +3% light Life regen: +0.80 Maximum life: +49.00 Healing mod.: +14% Curse of Madness Rings can have magical properties. |
Zyhor the Bleaksin (Misfortune) Zyhor the Bleaksin (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 arcane Changes stats: +8 Cun Changes resistances: +6% darkness / +5% arcane Changes damage: +3% darkness Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
conjurer's voratun ring of pilfering (Misfortune) conjurer's voratun ring of pilfering (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +17 Defense: +13 (+3 eff.) Changes stats: +8 Mag / +7 Wil Spellpower: +14 (+1 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
copper ring of arcana(+0.10/turn) (Misfortune) copper ring of arcana(+0.10/turn) (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +23% Mana each turn: +0.10 Curse of Misfortune Rings can have magical properties. |
marksman's copper ring of darkness (+22%) (Nightmares) marksman's copper ring of darkness (+22%) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Curse of Nightmares Rings can have magical properties. |
mule's stralite ring of misery (Corpses) mule's stralite ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Cun Maximum encumbrance: +36 Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
mule's voratun ring of fire (+40%) (Corpses) mule's voratun ring of fire (+40%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +40% fire Changes damage: +20% fire Maximum encumbrance: +40 Curse of Corpses Rings can have magical properties. |
rogue's voratun ring of misery (Misfortune) rogue's voratun ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +19 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
savage's voratun ring of misery (Madness) savage's voratun ring of misery (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun / +6 Con Spell save: +18 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +34.00 Maximum hate: +15.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
savior's steel ring of tenacity (Madness) savior's steel ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +25.00 Curse of Madness Rings can have magical properties. |
sneakthief's voratun ring of life (Nightmares) sneakthief's voratun ring of life (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +2.00 Maximum life: +100.00 Healing mod.: +23% Curse of Nightmares Rings can have magical properties. |
solipsist's voratun ring of power (Shrouds) solipsist's voratun ring of power (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Spellpower: +12 (+1 eff.) Mindpower: +25 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
stralite ring 'Layelle' (Madness) stralite ring 'Layelle' (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+3 eff.) Defense: +13 (+3 eff.) Damage when hit (Melee): 16 blight Changes stats: +9 Dex / +3 Wil / +9 Cun / +5 Con Changes resistances: +6% temporal / +15% darkness / +5% physical Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Physical save: +40 (+4 eff.) Spell save: +30 (+2 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Maximum stamina: +34.00 Maximum hate: +12.00 Movement speed: +22% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
voratun ring (Madness) voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings can have magical properties. |
voratun ring (Madness) voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings can have magical properties. |
voratun ring (Misfortune) voratun ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Misfortune Rings can have magical properties. |
Pitchradiance (Nightmares) (75.5-113.25 power, 4 apr) Pitchradiance (Nightmares) (75.5-113.25 power, 4 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.2 Uses stat: 120% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +60% Damage (Melee): +12 arcane Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Effects on melee hit: * 60% chance to inflict damage reduction Changes resistances: +6% darkness / +6% mind Changes resistances penetration: +5% lightning / +21% physical Changes damage: +21% physical Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +20.00 Maximum vim: +30.00 Spell crit. chance: +2% Curse of Nightmares Massive two-handed battleaxes. |
Xanida the voratun dagger (Madness) (43-55.9 power, 13 apr) Xanida the voratun dagger (Madness) (43-55.9 power, 13 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 43.0 - 55.9 Uses stats: 72% Cun, 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance to daze Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 arcane When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Physical crit. chance: +12.0% Damage when hit (Melee): 8 physical Changes stats: +6 Str / +10 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% mind Changes resistances penetration: +12% lightning Changes damage: +6% acid / +6% physical / +12% mind Critical mult.: +16.00% Physical save: +6 (+0 eff.) Life regen: +1.20 Stamina each turn: +1.60 Maximum stamina: +10.00 Healing mod.: +10% Curse of Madness Sharp, short and deadly. |
Baradelar the Magmaqueen (Misfortune) (71-106.5 power, 6 apr) Baradelar the Magmaqueen (Misfortune) (71-106.5 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +30% Damage (Melee): +84 insidious poison When wielded/worn: Physical crit. chance: +34.0% Physical power: +41 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +3 Str / +3 Con Changes damage: +6% blight / +6% fire Reduces incoming crit damage: 10.00% Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +6 Curse of Misfortune Massive two-handed mauls. |
Blighted Maul (Nightmares) (96-144 power, 22 apr) Blighted Maul (Nightmares) (96-144 power, 22 apr)Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 753.14 to 2259.42 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Nightmares It can be used to knock away other craatures within radius 4), dealing 2137.16 to 4274.32 physical damage (based on Strength) to each, costing 45 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Torchpeal the voratun greatmaul (Corpses) (84-126 power, 4 apr) Torchpeal the voratun greatmaul (Corpses) (84-126 power, 4 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.0 - 126.0 Uses stat: 120% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 60% chance to gain 10% of a turn * 20% chance to torment the target Damage (Melee): +12 fire Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 temporal / +8 arcane / +8 fire When wielded/worn: Accuracy: +21 (+3 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane / 4 fire Changes stats: +10 Dex Changes resistances penetration: +5% fire / +21% mind / +21% darkness Mental save: +12 (+2 eff.) Maximum hate: +2.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Curse of Corpses Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (Madness) (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (Madness) (82-123 power, 7 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Madness The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
voratun greatmaul 'Dourwrack' (Madness) (84.5-126.75 power, 4 apr) voratun greatmaul 'Dourwrack' (Madness) (84.5-126.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.5 - 126.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +8 physical Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +23 fire When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +5 Str Changes resistances: +12% darkness / +9% fire Changes resistances penetration: +24% acid / +44% fire / +24% lightning / +20% cold Changes damage: +9% darkness / +9% physical Critical mult.: +9.00% Mental save: +30 (+5 eff.) Global speed: +8% Curse of Madness Massive two-handed mauls. |
voratun greatmaul 'Shadelady' (Nightmares) (72-108 power, 4 apr) voratun greatmaul 'Shadelady' (Nightmares) (72-108 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +38 cold When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +43% acid / +48% fire / +47% lightning / +48% cold Changes damage: +9% blight / +12% darkness / +6% mind Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.20 Maximum hate: +4.00 Curse of Nightmares Massive two-handed mauls. |
Colaryem (Madness) (48-76.8 power, 12 apr) Colaryem (Madness) (48-76.8 power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Madness This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Eremolathadunatir the voratun greatsword (Corpses) (65-104 power, 4 apr) Eremolathadunatir the voratun greatsword (Corpses) (65-104 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 48% chance to daze On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +4 arcane / +8 acid When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Changes stats: +8 Str / +10 Dex / +7 Mag / +11 Wil / +6 Cun / +9 Con Changes resistances: +14% all Changes resistances penetration: +21% lightning / +21% nature Changes damage: +21% temporal Infravision radius: +1 Curse of Corpses Massive two-handed swords. |
voratun greatsword 'Aderin' (Corpses) (63-100.8 power, 4 apr) voratun greatsword 'Aderin' (Corpses) (63-100.8 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to corrode armour * 20% chance to curse the target Damage (Melee): +80 insidious poison Burst (radius 1) on hit: +24 acid When wielded/worn: Armour penetration: +20 Physical crit. chance: +19.0% Changes stats: +3 Wil / +2 Mag Changes resistances penetration: +20% acid Changes damage: +6% blight Critical mult.: +28.00% Mana each turn: +0.20 Vim when firing critical spell: +1.00 Spell crit. chance: +3% Curse of Corpses Massive two-handed swords. |
voratun greatsword 'Elenulathasin' (Nightmares) (62.5-100 power, 4 apr) voratun greatsword 'Elenulathasin' (Nightmares) (62.5-100 power, 4 apr)Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +27 darkness Damage against: +27% Living When wielded/worn: Changes damage: +6% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +40 (+6 eff.) Mana each turn: +0.12 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum psi: +40.00 Curse of Nightmares Massive two-handed swords. |
voratun greatsword (Misfortune) (65.5-104.8 power, 4 apr) voratun greatsword (Misfortune) (65.5-104.8 power, 4 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.5 - 104.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Curse of Misfortune Massive two-handed swords. |
Blood-Edge (Misfortune) (46-64.4 power, 7 apr) Blood-Edge (Misfortune) (46-64.4 power, 7 apr)Requires: - Magic 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stat: 110% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +8% Curse of Misfortune It can be used to activate talent Bleeding Edge (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (Shrouds) (48-67.2 power, 12 apr) Butcher (Shrouds) (48-67.2 power, 12 apr)Requires: - Magic 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Shrouds Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Radhyrogund the voratun longsword (Corpses) (43.5-60.9 power, 6 apr) Radhyrogund the voratun longsword (Corpses) (43.5-60.9 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to corrode armour * 35% chance to daze Burst (radius 2) on crit: +20 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +4 Str / +7 Dex / +5 Mag / +3 Wil / +6 Cun / +4 Con Changes resistances penetration: +15% lightning / +15% fire Grants telepathy: All Critical mult.: +19.00% Reduces incoming crit damage: 5.00% Physical save: +3 (+0 eff.) Confusion immunity: +35% Knockback immunity: +5% Teleport immunity: +20% Global speed: +4% Curse of Corpses Sharp, long, and deadly. |
voratun longsword 'Pitchvengeance' (Nightmares) (44-61.6 power, 6 apr) voratun longsword 'Pitchvengeance' (Nightmares) (44-61.6 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to disease * 40% chance to cause random gloom * 80% chance to inflict damage reduction Damage (Melee): +17 mind Burst (radius 1) on hit: +12 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight / 12 temporal Changes stats: +7 Dex Changes resistances: +9% temporal / +9% darkness / +9% blight / +3% mind / +10% all Changes resistances penetration: +10% temporal / +15% nature / +15% darkness Changes damage: +12% darkness Curse of Nightmares 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. Sharp, long, and deadly. |
Balancepierce the living mindstar (Madness) (15-16.5 power, 40 apr, mind damage) Balancepierce the living mindstar (Madness) (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 0% 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% Burst (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 60% * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 nature / 8 fire Changes stats: +8 Cun / +15 Wil Changes resistances: +18% physical Changes resistances penetration: +25% nature / +18% physical Changes damage: +12% fire / +15% temporal / +3% nature / +20% physical Physical save: +10 (+1 eff.) Psi each turn: +0.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
Brightvein (Corpses) (16-17.6 power, 40 apr, nature damage) Brightvein (Corpses) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 0% 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% Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 37 acid / 16 temporal / 8 light / 12 blight Changes resistances: +25% acid / +9% light / +6% nature Changes resistances penetration: +35% acid / +20% blight Changes damage: +55% acid / +12% temporal Reduces incoming crit damage: 15.00% Physical save: +40 (+4 eff.) Silence immunity: +15% Confusion immunity: +10% Life regen: +3.20 Equilibrium when hit: +2.50 Only die when reaching: -80.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +2 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. |
Eye of Winter (Nightmares) (8-8.8 power, 18 apr, cold damage) Eye of Winter (Nightmares) (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +7 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
Festergrind the living mindstar (Misfortune) (17.5-19.25 power, 40 apr, mind damage) Festergrind the living mindstar (Misfortune) (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural lightning should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 0% 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% On weapon hit: * Slows global speed by 60% Damage (Melee): +8 nature When wielded/worn: Damage when hit (Melee): 20 lightning / 16 nature Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +8 Con Changes resistances: +18% lightning / +12% temporal / +3% fire / +10% mind / +18% nature Changes resistances penetration: +20% lightning / +10% physical / +15% darkness / +10% cold / +10% nature / +10% fire / +5% mind / +8% acid Changes damage: +20% lightning / +15% physical / +9% darkness / +15% cold / +14% fire / +8% mind / +15% acid Spell save: +20 (+1 eff.) Psi when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% See invisible: +12 Damage Resonance (when hit): +22% 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. |
Nexus of the Way (Misfortune) (22-24.2 power, 40 apr, mind damage) Nexus of the Way (Misfortune) (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 59% Wil, 0% Mag, 20% 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: Changes stats: +3 Cun / +5 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Curse of Misfortune It can be used to activate talent Wayist (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Thermal Focus (Misfortune) (14-15.4 power, 32 apr, fire damage) Thermal Focus (Misfortune) (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 44% Wil, 0% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Curse of Misfortune Thermal energies are focussed in the core of this mindstar. |
caller's living mindstar of life (Misfortune) (16.5-18.15 power, 40 apr, mind damage) caller's living mindstar of life (Misfortune) (16.5-18.15 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 mindstar calls for a summoner. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 0% 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: Changes resistances penetration: +7% acid / +7% fire / +9% cold / +9% physical Changes damage: +13% acid / +11% fire / +9% cold / +12% physical Life regen: +1.50 Maximum life: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
dreamer's living mindstar of sand (Shrouds) (16.5-18.15 power, 40 apr, nature damage) dreamer's living mindstar of sand (Shrouds) (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic 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. This psionic mindstar dreams of an epiphany. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 0% 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): 20 physical Changes resistances: +23% mind / +20% physical Changes resistances penetration: +17% physical Changes damage: +19% physical Mental save: +9 (+1 eff.) Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 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 30 of target armor and 15% 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. |
dreamer's pulsing mindstar of flames (Nightmares) (14-15.4 power, 32 apr, nature damage) dreamer's pulsing mindstar of flames (Nightmares) (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +21% mind / +16% fire Changes resistances penetration: +17% fire Changes damage: +17% fire Mental save: +9 (+1 eff.) Psi each turn: +0.00 Maximum psi: +35.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +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. |
epiphanous living mindstar (Corpses) (18-19.8 power, 40 apr, mind damage) epiphanous living mindstar (Corpses) (18-19.8 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 0% 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: Changes damage: +15% mind Mindpower: +16 (+2 eff.) Mental crit. chance: +7% 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. |
epiphanous living mindstar of the jelly (Misfortune) (17.5-19.25 power, 40 apr, nature damage) epiphanous living mindstar of the jelly (Misfortune) (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 0% 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: Changes damage: +21% mind / +5% acid Equilibrium when hit: +1.60 Mindpower: +13 (+1 eff.) Mental crit. chance: +9% 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. |
epiphanous pulsing mindstar of flames (Nightmares) (12.5-13.75 power, 32 apr, nature damage) epiphanous pulsing mindstar of flames (Nightmares) (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural fire should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +16% fire Changes resistances penetration: +16% fire Changes damage: +17% mind / +17% fire Psi when firing a critical mind attack: +0.00 Mindpower: +13 (+1 eff.) Mental crit. chance: +9% Global speed: +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. |
hateful living mindstar of sand (Corpses) (15.5-17.05 power, 40 apr, nature damage) hateful living mindstar of sand (Corpses) (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural sand should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 0% 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): 13 physical Changes resistances: +18% physical Changes resistances penetration: +10% physical / +15% mind / +13% darkness Changes damage: +20% physical / +15% mind / +23% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 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 30 of target armor and 15% 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. |
honing pulsing mindstar (Shrouds) (12.5-13.75 power, 32 apr, nature damage) honing pulsing mindstar (Shrouds) (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% physical Changes resistances penetration: +6% physical Changes damage: +7% physical Mindpower: +7 (+1 eff.) Mental crit. chance: +4% 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. |
living mindstar 'Emulle' (Corpses) (16.5-18.15 power, 40 apr, nature damage) living mindstar 'Emulle' (Corpses) (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 0% 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: Changes stats: +2 Dex / +4 Mag Reduces incoming crit damage: 5.00% Maximum psi: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +9% Infravision radius: +2 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +52 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. |
living mindstar 'Hellswaker' (Nightmares) (17-18.7 power, 40 apr, nature damage) living mindstar 'Hellswaker' (Nightmares) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 0% 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% Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 blight Burst (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +1 Wil Changes resistances: +10% blight Changes resistances penetration: +25% arcane Changes damage: +10% nature / +3% blight Spell save: +15 (+1 eff.) Disease immunity: +25% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Shield penetration: +10% 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. |
living mindstar (Misfortune) (17.5-19.25 power, 40 apr, mind damage) living mindstar (Misfortune) (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 0% 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: Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
living mindstar of frost (Corpses) (17.5-19.25 power, 40 apr, mind damage) living mindstar of frost (Corpses) (17.5-19.25 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 frost should be returned to the wyrm. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 0% 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: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +20% cold Changes resistances penetration: +20% cold Changes damage: +20% cold Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
mitotic living mindstar of life (Corpses) (17-18.7 power, 40 apr, nature damage) mitotic living mindstar of life (Corpses) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 18% * 20% chance to corrode armour When wielded/worn: Life regen: +1.70 Maximum life: +49.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of venom (Shrouds) (17.5-19.25 power, 40 apr, mind damage) nature's living mindstar of venom (Shrouds) (17.5-19.25 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 venom should be returned to the wyrm. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 0% 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): 14 acid Changes resistances: +12% acid / +6% blight Changes resistances penetration: +15% acid Changes damage: +12% acid / +7% nature Disease immunity: +19% Life regen: +1.30 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
parasitic living mindstar (Corpses) (16.5-18.15 power, 40 apr, mind damage) parasitic living mindstar (Corpses) (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 0% 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: Hate when firing a critical mind attack: +3.00 Maximum hate: +21.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +21% Life leech: +19% 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. |
summoner's thorny mindstar of venom (Madness) (8.5-9.35 power, 24 apr, nature damage) summoner's thorny mindstar of venom (Madness) (8.5-9.35 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 venom should be returned to the wyrm. This natural mindstar summons a caller. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 0% 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): 11 acid Changes resistances: +10% acid Changes resistances penetration: +8% acid Changes damage: +9% acid Life regen: +0.80 Mindpower: +10 (+1 eff.) Mental crit. chance: +6% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Arcblood' (Madness) (9-9.9 power, 24 apr, nature damage) thorny mindstar 'Arcblood' (Madness) (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 0% 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% Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +4% blight Changes resistances penetration: +5% arcane Changes damage: +2% nature / +3% arcane Disease immunity: +13% Mindpower: +6 (+0 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. |
Belorin the dragonbone starstaff (Shrouds) (42-50.4 power, 6 apr, light element) Belorin the dragonbone starstaff (Shrouds) (42-50.4 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 80% chance to corrode armour Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 physical / +8 mind When wielded/worn: Physical crit. chance: +3.0% Damage (Melee): 34 fire Changes stats: +6 Mag / +6 Wil Changes resistances: +6% mind Changes damage: +30% light / +6% acid Talent granted: +1 Command Staff Critical mult.: +39.00% Life regen: +0.60 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +30.00 Maximum mana: +110.00 Spellpower: +34 (+3 eff.) Spell crit. chance: +5% See invisible: +18 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Keldil the dragonbone vilestaff (Misfortune) (38-45.6 power, 6 apr, darkness element) Keldil the dragonbone vilestaff (Misfortune) (38-45.6 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. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +8 physical When wielded/worn: Physical power: +8 (+0 eff.) Armour: +8 Defense: +8 (+2 eff.) Changes stats: +10 Mag / +10 Cun / +6 Con Changes resistances: +6% acid / +5% physical Maximum wards: +2 darkness Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Critical mult.: +30.00% Mental save: +20 (+3 eff.) Cut immunity: +15% Vim when firing critical spell: +8.00 Maximum vim: +42.00 Maximum neg.energy: +50.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (Shrouds) (84-117.6 power, 20 apr) Legacy of the Naloren (Shrouds) (84-117.6 power, 20 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Shrouds It can be used to activate talent Implode (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 6 turns and dealing 174.0 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Dawnbearer (Misfortune) Dawnbearer (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Damage when hit (Melee): 12 fire / 12 arcane / 28 light Changes stats: +11 Str / +5 Dex / +5 Mag / +10 Wil / +7 Cun / +13 Con Changes resistances: +6% light / +6% fire Changes damage: +12% arcane Reduces incoming crit damage: 15.00% Physical save: +13 (+1 eff.) Light radius: +5 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Emblem of Evasion (Nightmares) Emblem of Evasion (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Curse of Nightmares It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 44% chance to completely evade them and granting you 123 defense for 21 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
skylord's drakeskin leather belt of burglary (Madness) skylord's drakeskin leather belt of burglary (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +7 Str / +13 Dex / +7 Wil / +13 Cun / +10 Lck Changes damage: +10% all Trap disarming bonus: +26 Stealth bonus: +15 Physical save: +20 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +5 Curse of Madness A belt that goes around your waist. |
skylord's hardened leather belt of burglary (Nightmares) skylord's hardened leather belt of burglary (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Str / +13 Dex / +5 Mag / +8 Wil / +14 Cun / +5 Con / +7 Lck Trap disarming bonus: +11 Stealth bonus: +9 Physical save: +12 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +15 (+2 eff.) Infravision radius: +5 Curse of Nightmares A belt that goes around your waist. |
Naroddalathagund the elven-silk cloak (Nightmares) (3 def, 0 armour) Naroddalathagund the elven-silk cloak (Nightmares) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +8 Str / +6 Dex / +4 Mag / +7 Wil / +7 Con Changes damage: +12% arcane / +9% blight Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 10.00% Spell save: -27 (-2 eff.) Stamina each turn: +1.50 Mana each turn: -0.44 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (Corpses) (15 def, 0 armour) Radiance (Corpses) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+0 eff.) Curse of Corpses It can be used to activate talent Barrier (costing 36 power out of 40/40) : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 618 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Threads of Fate (Shrouds) (10 def, 0 armour) Threads of Fate (Shrouds) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+3 eff.) Confusion immunity: +40% Spellpower: +8 (+0 eff.) Curse of Shrouds It can be used to activate talent See the Threads (costing 45 power out of 50/50) : Effective talent level: 1.0 Power cost: 45 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Robe of the Archmage (Corpses) (10 def, 10 armour) Robe of the Archmage (Corpses) (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+1 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+1 eff.) Light radius: +1 Curse of Corpses A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Str / +5 Dex / +5 Mag / +9 Wil / +5 Cun / +10 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
blood-soaked pair of drakeskin leather boots of massiveness (Nightmares) (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of massiveness (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +8 Str / +10 Con Changes damage: +8% physical Size category: +1 Curse of Nightmares It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of dwarven-steel boots 'Stormswift' (Misfortune) (0 def, 4 armour) pair of dwarven-steel boots 'Stormswift' (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +1 Mag / +2 Cun / +5 Con Changes resistances: +8% lightning / +5% temporal Reduces incoming crit damage: 10.00% Physical save: +14 (+1 eff.) Mental save: +10 (+1 eff.) Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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. |
Baryrab (Corpses) (0 def, 3 armour) Baryrab (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 9 acid / 9 fire / 10 cold / 10 lightning Damage when hit (Melee): 8 acid Changes stats: +9 Dex / +11 Mag / +5 Wil / +9 Cun Changes resistances: +9% acid Changes damage: +6% acid / +11% arcane / +9% blight Critical mult.: +10.00% Vim when firing critical spell: +3.00 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 40% chance to corrode armour Damage (Melee): +19 ice / +29 lightning / +26 fire / +19 arcane / +25 acid Burst (radius 2) on crit: +14 arcane Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Filthbiter the dwarven-steel gauntlets (Corpses) (0 def, 2 armour) Filthbiter the dwarven-steel gauntlets (Corpses) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +3% nature / +2% physical Life regen: +2.10 Stamina each turn: +0.60 Psi each turn: +0.16 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +11.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (Corpses) (8 def, 0 armour) Fist of the Destroyer (Corpses) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 20% Mag, 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 31% Curse of Corpses It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 627.28 fire damage and 274.94 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour) Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Shrouds It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Corrupted Gaze (Misfortune) (4 def, 8 armour) Corrupted Gaze (Misfortune) (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 Curse of Misfortune It can be used to activate talent Vimsense (costing 23 power out of 32/32) : Effective talent level: 3.0 Power cost: 23 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 74%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Command (Shrouds) (3 def, 6 armour) Crown of Command (Shrouds) (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+0 eff.) Curse of Shrouds It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Hat of Arcane Understanding (Nightmares) (2 def, 0 armour) Hat of Arcane Understanding (Nightmares) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Nightmares A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Murkkiller the drakeskin leather cap (Corpses) (0 def, 5 armour) Murkkiller the drakeskin leather cap (Corpses) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 42% chance to blind Changes stats: +12 Str / +5 Con Changes resistances: +24% mind / +6% darkness Spell save: +20 (+1 eff.) Mental save: +30 (+5 eff.) Confusion immunity: +40% Maximum mana: +40.00 Spellpower: +6 (+0 eff.) Curse of Corpses A cap made of leather. |
Salorin the drakeskin leather cap (Misfortune) (0 def, 5 armour) Salorin the drakeskin leather cap (Misfortune) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +13 Str / +9 Dex / +2 Wil Changes resistances: +15% lightning / +13% temporal Changes resistances penetration: +15% blight Changes damage: +9% blight / +10% all Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7301.7 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Steel Helm of Garkul (Nightmares) (0 def, 6 armour) Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
elven-silk wizard hat 'Splendoursnake' (Madness) (3 def, 0 armour) elven-silk wizard hat 'Splendoursnake' (Madness) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +2 Defense: +3 (+0 eff.) Changes stats: +2 Str / +7 Mag / +7 Wil Changes resistances: +58% darkness Changes damage: +39% darkness Physical save: +19 (+2 eff.) Life regen: +0.20 Spellpower: +6 (+0 eff.) Light radius: +3 Curse of Madness A pointy cloth hat, very wizardly... |
voratun helm 'Tarrandil' (Nightmares) (0 def, 5 armour) voratun helm 'Tarrandil' (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +14 Dex / +5 Mag / +13 Wil / +5 Cun / +5 Con Changes resistances: +24% blight / +25% cold / +8% arcane Changes resistances penetration: +30% mind Changes damage: +27% mind / +12% arcane Allows you to breathe in: water Mental save: +14 (+2 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (Misfortune) (10 def, 14 armour) Chromatic Harness (Misfortune) (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Misfortune This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Crystalline Drakeskin leather armour (Madness) (11.9 def, 18.7 armour) Crystalline Drakeskin leather armour (Madness) (11.9 def, 18.7 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. When wielded/worn: Armour: +18 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+2 eff.) Spell save: +35 (+3 eff.) Poison immunity: +60% Disease immunity: +60% Curse of Madness A suit of armour made of leather. Transformed with the power of the Spellblaze. |
Erelydir the drakeskin leather armour (Corpses) (5 def, 14 armour) Erelydir the drakeskin leather armour (Corpses) (5 def, 14 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 blight Changes stats: +5 Str / +4 Dex Changes resistances: +15% acid / +21% cold / +9% fire Changes damage: +12% blight Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Physical save: +12 (+1 eff.) Poison immunity: +20% Disease immunity: +10% Life regen: +9.70 Stamina each turn: +2.00 Maximum life: +71.00 Infravision radius: +4 Healing mod.: +30% Curse of Corpses A suit of armour made of leather. |
Molten Skin (Madness) (15 def, 12 armour) Molten Skin (Madness) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 34 darkness / 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +19% all Grants telepathy: Demon/Major Demon/Minor Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +31 (+3 eff.) Spell crit. chance: +10% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Curse of Madness It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 917.89 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
302 alchemist agate (Misfortune) 302 alchemist agate (Misfortune)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Kindlerend the voratun pickaxe (Misfortune) (dig speed 12 turns) Kindlerend the voratun pickaxe (Misfortune) (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 80% chance to blind Damage when hit (Melee): 8 acid Changes stats: +7 Str / +3 Con Changes resistances: +15% acid / +19% fire / +10% darkness / +14% nature Changes resistances penetration: +10% fire Changes damage: +12% acid / +6% fire / +10% nature / +6% light Light radius: +3 When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (Corpses) (dig speed 12 turns) Tooth of the Mouth (Corpses) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig Curse of Corpses A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe 'Urtherab' (Misfortune) (dig speed 10 turns) voratun pickaxe 'Urtherab' (Misfortune) (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +5 Con Changes resistances: +15% darkness / +3% acid Changes resistances penetration: +15% arcane / +25% physical Changes damage: +6% acid Damage affinity(heal): +15% darkness Mana each turn: +0.12 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Light radius: +1 Infravision radius: +9 When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
82 turquoise 82 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinayada (Madness) Eilinayada (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +8 Cun / +8 Mag Changes resistances: +9% arcane / +1% physical Critical mult.: +20.00% Mental save: +21 (+3 eff.) Disease immunity: +25% Pinning immunity: +20% Teleport immunity: +20% Spellpower: +16 (+1 eff.) Light radius: -4 Infravision radius: +9 See stealth: +22 See invisible: +15 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl (Shrouds) Eldritch Pearl (Shrouds)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Shrouds It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. 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 6, doing 181.34 cold damage and 127.96 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 11 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Hareblek the alchemist's lamp (Corpses) Hareblek the alchemist's lamp (Corpses)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Str Physical save: +5 (+0 eff.) Light radius: +3 Healing mod.: +22% Curse of Corpses A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage (Misfortune) Umbraphage (Misfortune)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). Curse of Misfortune It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 461.35 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Velotha the Obsidianransom (Shrouds) Velotha the Obsidianransom (Shrouds)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Changes resistances: +6% darkness / +1% physical Changes resistances penetration: +7% all Physical save: +9 (+1 eff.) Stamina each turn: +0.40 Light radius: +4 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
Void Star (Misfortune) Void Star (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 Curse of Misfortune It can be used to activate talent Echoes From The Void (costing 63 power out of 70/70) : Effective talent level: 2.0 Power cost: 63 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 153.65 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
burglar's dwarven lantern of corpselight (Misfortune) burglar's dwarven lantern of corpselight (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +15% blight / +15% darkness Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: -6 Infravision radius: +14 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 92 blight damage or heals 105 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One (Misfortune) Eye of the Dreaming One (Misfortune)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 28 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Dull red runes are etched all over this blackened skull. |
87 bloodstone 87 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
124 fire opal 124 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1611.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1611.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Jetbreacher (Corpses) (22/22, 53-63.6 power, 6 apr) Jetbreacher (Corpses) (22/22, 53-63.6 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 92% Cun, 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * 40% chance to disease * 105% chance to cause random gloom * 60% chance to daze * 100% chance to inflict damage reduction * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Damage (Ranged): +4 lightning / +17 temporal / +20 cold / +4 blight / +14 physical Burst (radius 1) on hit: +8 darkness / +8 blight Burst (radius 2) on crit: +4 lightning Curse of Corpses Shots are used with slings to pummel your foes to death. |
The Jolt (Shrouds) The Jolt (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. Curse of Shrouds This torque feels tingly to the touch, but seems to enhance your thinking. |
Cystquencher (Madness) [power 4] (9 cooldown) Cystquencher (Madness) [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+0 eff.) Fatigue: -4% Changes damage: +6% nature Talents granted: +5 Lay Web +5 Rushing Claws Physical save: +9 (+1 eff.) Healing mod.: +10% Curse of Madness It can be used to remove up to 4 poisons or diseases from a target within range 14 (Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Harildil the dragonbone totem of healing (Nightmares) [power 262] (18 cooldown) Harildil the dragonbone totem of healing (Nightmares) [power 262] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +4 (+0 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 24 physical Changes stats: +3 Cun Changes resistances: +9% blight / +9% temporal Maximum wards: +4 acid / +4 nature / +3 light Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Curse of Nightmares It can be used to heal a target within range 14 (Willpower) for 262, putting all charms on cooldown for 18 turns. When used: 200% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Amuntir' (Nightmares) [power 5] (9 cooldown) dragonbone totem of cure ailments 'Amuntir' (Nightmares) [power 5] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 20 acid / 24 physical Changes stats: +2 Con Changes resistances: +6% cold / +3% nature / +3% temporal Maximum wards: +4 acid / +5 nature / +5 light Talents granted: +5 Rushing Claws +1 Ward +5 Lay Web Physical save: +3 (+0 eff.) Spell save: +15 (+1 eff.) Curse of Nightmares It can be used to remove up to 5 poisons or diseases from a target within range 14 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Dagasarig the Cinderstinger (Shrouds) [power 253] (6 cooldown) Dagasarig the Cinderstinger (Shrouds) [power 253] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour * 30% chance to disease Changes stats: +3 Str / +2 Dex / +3 Wil / +3 Cun / +1 Con Changes resistances: +12% fire Changes resistances penetration: +10% acid Changes damage: +6% acid Grants telepathy: Humanoid/Orc Talent granted: +4 Strike Reduces incoming crit damage: 5.00% Light radius: +2 Curse of Shrouds It can be used to creates a wall of flames lasting for 4 turns (dam 253 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
116 diamond 116 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
84 moonstone 84 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
126 pearl 126 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By UglyDude the Ogre Adventurer level 30
10th Haze 122nd year of Ascendancy at 19:57 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By UglyDude the Ogre Adventurer level 15
34th Dusk 122nd year of Ascendancy at 02:53 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By UglyDude the Ogre Adventurer level 29
8th Haze 122nd year of Ascendancy at 08:28 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By UglyDude the Ogre Adventurer level 33
23rd Haze 122nd year of Ascendancy at 17:43 see stats
Atamathoned! (Nightmare (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By UglyDude the Ogre Adventurer level 43
60th Regrowth 123rd year of Ascendancy at 06:36 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By UglyDude the Ogre Adventurer level 44
71st Regrowth 123rd year of Ascendancy at 02:09 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By UglyDude the Ogre Adventurer level 32
19th Haze 122nd year of Ascendancy at 12:30 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By UglyDude the Ogre Adventurer level 18
66th Dusk 122nd year of Ascendancy at 06:43 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By UglyDude the Ogre Adventurer level 13
14th Dusk 122nd year of Ascendancy at 06:29 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By UglyDude the Ogre Adventurer level 57
51st Pyre 123rd year of Ascendancy at 05:08 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By UglyDude the Ogre Adventurer level 31
16th Haze 122nd year of Ascendancy at 08:37 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By UglyDude the Ogre Adventurer level 47
22nd Pyre 123rd year of Ascendancy at 20:49 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By UglyDude the Ogre Adventurer level 50
30th Pyre 123rd year of Ascendancy at 09:10 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By UglyDude the Ogre Adventurer level 17
48th Dusk 122nd year of Ascendancy at 19:57 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By UglyDude the Ogre Adventurer level 41
8th Decay 122nd year of Ascendancy at 18:21 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By UglyDude the Ogre Adventurer level 23
1st Haze 122nd year of Ascendancy at 17:53 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By UglyDude the Ogre Adventurer level 48
24th Pyre 123rd year of Ascendancy at 20:57 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By UglyDude the Ogre Adventurer level 30
14th Haze 122nd year of Ascendancy at 11:19 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By UglyDude the Ogre Adventurer level 15
34th Dusk 122nd year of Ascendancy at 02:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By UglyDude the Ogre Adventurer level 35
23rd Haze 122nd year of Ascendancy at 22:45 see stats
Infinite x100 (Nightmare (Roguelike) difficulty)
Got to level 100 of the infinite dungeon.By UglyDude the Ogre Adventurer level 81
71st Pyre 123rd year of Ascendancy at 10:50 see stats
Infinite x150 (Nightmare (Roguelike) difficulty)
Got to level 150 of the infinite dungeon.By UglyDude the Ogre Adventurer level 123
13rd Dusk 123rd year of Ascendancy at 03:42 see stats
Infinite x200 (Nightmare (Roguelike) difficulty)
Got to level 200 of the infinite dungeon.By UglyDude the Ogre Adventurer level 157
59th Dusk 123rd year of Ascendancy at 23:48 see stats
Infinite x80 (Nightmare (Roguelike) difficulty)
Got to level 80 of the infinite dungeon.By UglyDude the Ogre Adventurer level 57
51st Pyre 123rd year of Ascendancy at 04:39 see stats
Infinite x90 (Nightmare (Roguelike) difficulty)
Got to level 90 of the infinite dungeon.By UglyDude the Ogre Adventurer level 69
61st Pyre 123rd year of Ascendancy at 11:34 see stats
Invasion from the Depths (Nightmare (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By UglyDude the Ogre Adventurer level 46
80th Regrowth 123rd year of Ascendancy at 17:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By UglyDude the Ogre Adventurer level 10
10th Flare 122nd year of Ascendancy at 10:19 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By UglyDude the Ogre Adventurer level 20
67th Dusk 122nd year of Ascendancy at 07:04 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By UglyDude the Ogre Adventurer level 30
8th Haze 122nd year of Ascendancy at 08:28 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By UglyDude the Ogre Adventurer level 40
66th Haze 122nd year of Ascendancy at 13:53 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By UglyDude the Ogre Adventurer level 50
27th Pyre 123rd year of Ascendancy at 14:30 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By UglyDude the Ogre Adventurer level 40
76th Haze 122nd year of Ascendancy at 12:54 see stats
Oozemancer (Nightmare (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By UglyDude the Ogre Adventurer level 41
19th Regrowth 123rd year of Ascendancy at 21:27 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By UglyDude the Ogre Adventurer level 48
23rd Pyre 123rd year of Ascendancy at 23:36 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By UglyDude the Ogre Adventurer level 124
14th Dusk 123rd year of Ascendancy at 03:54 see stats
Pest Control (Nightmare (Roguelike) difficulty)
Killed 1000 reproducing vermin.By UglyDude the Ogre Adventurer level 42
21st Regrowth 123rd year of Ascendancy at 01:24 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By UglyDude the Ogre Adventurer level 39
66th Haze 122nd year of Ascendancy at 13:48 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By UglyDude the Ogre Adventurer level 9
5th Flare 122nd year of Ascendancy at 02:10 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By UglyDude the Ogre Adventurer level 40
75th Haze 122nd year of Ascendancy at 06:00 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By UglyDude the Ogre Adventurer level 50
30th Pyre 123rd year of Ascendancy at 09:07 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By UglyDude the Ogre Adventurer level 30
13rd Haze 122nd year of Ascendancy at 17:44 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By UglyDude the Ogre Adventurer level 31
16th Haze 122nd year of Ascendancy at 12:54 see stats
Slimefest (Nightmare (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By UglyDude the Ogre Adventurer level 42
21st Regrowth 123rd year of Ascendancy at 02:33 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By UglyDude the Ogre Adventurer level 50
30th Pyre 123rd year of Ascendancy at 09:10 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By UglyDude the Ogre Adventurer level 124
14th Dusk 123rd year of Ascendancy at 03:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By UglyDude the Ogre Adventurer level 9
7th Flare 122nd year of Ascendancy at 17:02 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By UglyDude the Ogre Adventurer level 15
34th Dusk 122nd year of Ascendancy at 02:53 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By UglyDude the Ogre Adventurer level 21
68th Dusk 122nd year of Ascendancy at 06:33 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By UglyDude the Ogre Adventurer level 50
30th Pyre 123rd year of Ascendancy at 09:10 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By UglyDude the Ogre Adventurer level 94
4th Mirth 123rd year of Ascendancy at 03:52 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By UglyDude the Ogre Adventurer level 15
36th Dusk 122nd year of Ascendancy at 23:17 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By UglyDude the Ogre Adventurer level 38
64th Haze 122nd year of Ascendancy at 10:13 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By UglyDude the Ogre Adventurer level 40
70th Haze 122nd year of Ascendancy at 01:22 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By UglyDude the Ogre Adventurer level 31
16th Haze 122nd year of Ascendancy at 07:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By UglyDude the Ogre Adventurer level 18
66th Dusk 122nd year of Ascendancy at 02:17 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By UglyDude the Ogre Adventurer level 29
8th Haze 122nd year of Ascendancy at 01:05 see stats
Log
UglyDude deactivates Augmentation.
UglyDude deactivates Mitosis.
UglyDude deactivates Arcane Feed.
UglyDude deactivates Elemental Discord.
UglyDude deactivates Burning Wake.
UglyDude deactivates Chant of Fortitude.
UglyDude's acid damage is no longer so potent.
UglyDude deactivates Spellcraft.
UglyDude deactivates Fiery Hands.
UglyDude deactivates Premonition.
UglyDude deactivates Wildfire.
The shield around UglyDude crumbles.
UglyDude deactivates Beyond the Flesh.
UglyDude deactivates Weapon Folding.
UglyDude deactivates Lacerating Strikes.
UglyDude is no longer surging arcane power.
UglyDude deactivates Elemental Harmony.
UglyDude deactivates Bleak Outcome.
UglyDude deactivates Keen Senses.
UglyDude no longer revels in blood quite so much.
UglyDude deactivates Essence of Speed.
UglyDude deactivates Inner Power.
UglyDude deactivates Psiblades.
UglyDude deactivates Arcane Power.
UglyDude deactivates Wild Growth.
UglyDude stops regenerating health quickly.
UglyDude deactivates Arcane Combat.
UglyDude deactivates Temporal Hounds.
UglyDude is moving less freely.
UglyDude deactivates Shadow Feed.
