Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.4.8Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 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. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 50 / 18002% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 50 on the 44th Haze 122nd year of Ascendancy at 06:09 / 1 |
Primary Stats
Strength | 165 (base 60) |
Dexterity | 142 (base 60) |
Constitution | 139 (base 60) |
Magic | 94 (base 60) |
Willpower | 88 (base 60) |
Cunning | 112 (base 60) |
Resources
Hate | 119/119 |
Mana | 1129/1139 |
Negative | 699/703 |
Vim | 807/832 |
Life | 23746/23746 |
Positive | 649/649 |
Stamina | 1034/1034 |
Paradox | 300 |
Healing Factor | 1.3 |
Regeneration | 90.024835307222 |
Speed
Mental | +103.33966364295% |
Attack | +90.5% |
Movement | +385% |
Spell | +103.33966364295% |
Global | +146.66% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 12 |
See Stealth | 36.581302954412 |
See Invisible | 42.581302954412 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 338 |
Accuracy | 95 |
Crit Chance | 272% |
APR | 89 |
Speed | 0.49 |
Offense: Offhand
Damage | 354 |
Accuracy | 95 |
Crit Chance | 272% |
APR | 89 |
Speed | 0.44 |
Offense: Spell
Spellpower | 169 |
Crit Chance | 100% |
Speed | 0.49178796801589 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 159 |
Crit Chance | 100% |
Speed | 0.5249343832021 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 278.16349710249 (92%) |
Defense | 123 |
Ranged Defense | 124 |
Fatigue | 0 |
Physical Save | 82 |
Spell Save | 85 |
Mental Save | 79 |
Defense: Resistances
All | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 92% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 99% |
Disarm Resistance | 35% |
Bleed Resistance | 100% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 88.14 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (49% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (49% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Crusader | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Arcane Power |
talent | Weapon of Light |
talent | Willful Tormenter |
talent | Spellcraft |
talent | Searing Sight |
talent | Contingency |
talent | Chant of Light |
talent | Arcane Feed |
talent | Mental Tyranny |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Stalk |
talent | Quicken Spells |
talent | Corona |
talent | Bone Shield |
talent | Weapon of Wrath |
talent | Wildfire |
talent | Hymn of Shadows |
talent | Overkill |
talent | Second Life |
talent | Gloom |
talent | Crystalline Focus |
talent | Righteous Strength |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 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 13.0% 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 2437/2445 damage before it crumbles. Damage Shield |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 22.28, and stamina regeneration by 4.46. Bloodbath |
beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is in a magical frenzy, improving spellpower by 22. Bloodlust |
beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 35 damage from the next 2.4 attack(s). Parrying |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)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: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 15% 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 |
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 successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Nerikira the orc soldier. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Balls Deep Madness. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Balls Deep Madness. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Balls Deep Madness. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You abandoned lost warrior to death. Escort: weary adventurer (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | 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 unlocked the training room. * 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: 575. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vampire lord fang. * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed honey tree root. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within15 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Shockkill (Shrouds) (0 def, 15 armour) Shockkill (Shrouds) (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Effects on melee hit: * Slows global speed by 53% * 30% chance to daze Changes stats: +4 Dex / +9 Cun / +5 Con Changes resistances: +13% acid / +3% temporal / +6% light / +14% cold / +15% fire / +3% nature / +14% lightning Changes resistances penetration: +5% light / +5% lightning Changes damage: +3% lightning Physical save: +25 (+5 eff.) Mental save: +23 (+5 eff.) Light radius: +2 Curse of Shrouds 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 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Chargeoblivion (21/21, 172% power, 18 apr) Chargeoblivion (21/21, 172% power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 172% Range: 1.4x Uses stats: 30% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +4.0% Capacity: 21 On weapon hit: * 20% chance to daze * 53 arcane resource burn * Slows global speed by 40% * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +20 temporal / +20 gravity / +33 cold / +20 physical Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +15 cold Arrows are used with bows to pierce your foes to death. |
Light source | dwarven lantern 'Ce'Nilaith' dwarven lantern 'Ce'Nilaith'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +17 (+3 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +7 Wil Changes resistances: +6% lightning / +9% temporal / +10% cold / +3% nature / +15% mind Changes damage: +14% mind Physical save: +20 (+4 eff.) Spell save: +42 (+9 eff.) Mental save: +19 (+4 eff.) Pinning immunity: +5% Light radius: +4 Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Issidas the voratun helm (Corpses) (0 def, 11 armour) Issidas the voratun helm (Corpses) (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Damage when hit (Melee): 24 mind Changes stats: +5 Str / +13 Dex / +5 Cun / +5 Con Changes resistances: +6% acid / -23% light / +18% darkness Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +15% Life regen: +7.80 Mindpower: +12 (+1 eff.) Infravision radius: +12 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Ivuthra (Madness) (4 def, 12 armour) Ivuthra (Madness) (4 def, 12 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +28 Armour: +12 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 14 physical Changes stats: +15 Cun / +17 Dex Changes resistances: +6% mind Changes resistances penetration: +15% temporal Changes damage: +9% temporal / +11% physical Mental save: +30 (+6 eff.) Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Power: 128% Range: 1.1x Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 physical Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | voratun pickaxe 'Islossra' (dig speed 5 turns) voratun pickaxe 'Islossra' (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Changes stats: +8 Str Changes resistances: +9% blight Changes damage: +9% mind / +11% fire Mental save: +13 (+3 eff.) Blindness immunity: +20% Disease immunity: +5% Only die when reaching: -40.00 life Maximum life: +34.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.6 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +81 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Urthuzilarek' (Madness) voratun ring 'Urthuzilarek' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +9 Dex / +8 Mag / +12 Wil / +10 Cun / +3 Con Changes resistances penetration: +10% arcane Changes damage: +12% mind / +9% temporal Spell save: +22 (+5 eff.) Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +40.00 Spellpower: +15 (+1 eff.) Damage Shield penetration: +20% Curse of Madness Rings can have magical properties. |
On fingers | Forestraider the stralite ring (Madness) Forestraider the stralite ring (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 mind / 8 nature Changes stats: +12 Str / +15 Con Changes resistances: +23% acid / +19% cold / +17% fire / +9% nature / +26% lightning Changes damage: +3% nature Curse of Madness Rings can have magical properties. |
Around neck | voratun amulet 'Githra' voratun amulet 'Githra'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +2 Physical power: +2 (+0 eff.) Defense: +14 (+3 eff.) Changes stats: +6 Dex / +11 Lck / +5 Con Changes resistances: +3% physical Reduces incoming crit damage: 15.00% Only die when reaching: -20.00 life Maximum life: +10.00 Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
In main hand | Murksmash the voratun longsword (Corpses) (154% power, 6 apr) Murksmash the voratun longsword (Corpses) (154% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 150% Mag, 30% Wil 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 corrode armour Damage (Melee): +49 insidious poison Burst (radius 2) on crit: +8 acid When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Con Changes resistances: +10% all Changes resistances penetration: +15% nature / +12% physical Changes damage: +9% darkness / +6% arcane Disarm immunity: +35% Maximum mana: +20.00 Spellpower: +16 (+2 eff.) Curse of Corpses Sharp, long, and deadly. |
Around waist | drakeskin leather belt 'Daybloom' (Corpses) drakeskin leather belt 'Daybloom' (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +14 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +2 Wil / +11 Mag Changes damage: +6% light Physical save: +23 (+5 eff.) Spell save: +9 (+2 eff.) Mana each turn: +0.60 Maximum life: +130.00 Maximum mana: +140.00 Maximum stamina: +62.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +36.00 Spellpower: +6 (+0 eff.) Damage Shield penetration: +30% Reduces paradox anomalies(equivalent to willpower): +20 Curse of Corpses A belt that goes around your waist. |
In off hand | Corpsereign the voratun longsword (Madness) (151% power, 6 apr) Corpsereign the voratun longsword (Madness) (151% power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 150% Mag, 30% Wil 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: * 21% chance to cause random gloom Damage (Melee): +22 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Physical crit. chance: +15.0% Changes stats: +7 Dex / +6 Wil / +7 Cun Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +6% acid Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Mental save: +12 (+3 eff.) Mindpower: +8 (+1 eff.) Curse of Madness Sharp, long, and deadly. |
Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+0 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Amunarildir the voratun plate armour (Nightmares) (24 def, 26 armour) Amunarildir the voratun plate armour (Nightmares) (24 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+5 eff.) Fatigue: +26% Changes stats: +6 Cun / +4 Mag Changes resistances: +23% acid Changes damage: +6% arcane Mental save: +24 (+5 eff.) Life regen: +2.80 Mana each turn: +0.16 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +100.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Healing mod.: +30% Curse of Nightmares A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 17%; cure mental)wild infusion (resist 17%; cure mental) 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (47 nature damage, 49% healing reduction)insidious poison infusion (47 nature damage, 49% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.79 nature damage per turn for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion of the warrior (+31 for 9 turns, die at -1347)heroism infusion of the warrior (+31 for 9 turns, die at -1347) 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: 24 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 31 for 9 turns. While Heroism is active, you will only die when reaching -1347 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 155 for 7 turns)shielding rune (absorb 155 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: 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 155 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 90)teleportation rune (range 90) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (49% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 172) teleportation rune of the wizard (range 172)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: 10 Travel Speed: instantaneous Usage Speed: Spell (49% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 172 with a minimum range of 15. 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. |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns) Rune of the Rift (502.00 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: 10 Travel Speed: instantaneous Usage Speed: Spell (49% of a turn) Is: a spell Description: Inflicts 592.36 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. |
steel ring 'Ximivea' (Shrouds) steel ring 'Ximivea' (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +4 Mag Changes resistances: +12% temporal Changes damage: +12% arcane Spell save: +8 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
Glenor the stralite ring (Madness) Glenor the stralite ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +9% blight / +6% light Cut immunity: +10% Confusion immunity: +5% Knockback immunity: +15% Life regen: +1.60 Maximum life: +88.00 Healing mod.: +18% Defense after a teleport: +19 Resist all after a teleport: +8% New effects duration reduction after a teleport: +32% Curse of Madness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. yew starstaff 'Lisath' (Corpses) (120% power, 4 apr, physical element)yew starstaff 'Lisath' (Corpses) (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 acid Burst (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +19 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour Damage (Melee): 9 % chance of confusion Changes damage: +20% physical Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Life regen: +0.40 Spellpower: +15 (+1 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone starstaff of wizardry (Misfortune) (136% power, 6 apr, temporal element)greater dragonbone starstaff of wizardry (Misfortune) (136% power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes damage: +30% physical / +30% temporal / +30% light / +30% darkness Talent granted: +1 Command Staff Maximum mana: +56.00 Spellpower: +28 (+3 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Flashwarden the dwarven-steel battleaxe (Madness) (139% power, 2 apr)Flashwarden the dwarven-steel battleaxe (Madness) (139% power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 170% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to blind On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+1 eff.) Damage when hit (Melee): 4 arcane / 12 temporal Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% light Light radius: +1 Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel greatsword (Misfortune) (148% power, 2 apr)chilling dwarven-steel greatsword (Misfortune) (148% power, 2 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 148% Range: 1.6x Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 cold Curse of Misfortune Massive two-handed swords. |
Alichak the voratun greatsword (Misfortune) (190% power, 4 apr) Alichak the voratun greatsword (Misfortune) (190% power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stats: 170% Mag, 30% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +28 fire When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% acid / +14% all Changes resistances penetration: +21% nature / +19% fire Global speed: +8% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Massive two-handed swords. |
Anmalice (Corpses) (158% power, 20 apr) Anmalice (Corpses) (158% power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 40% Wil, 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+1 eff.) Curse of Corpses The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Blade of Distorted Time (Nightmares) (150% power, 10 apr) Blade of Distorted Time (Nightmares) (150% power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical Curse of Nightmares It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 356.43 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Everpyre Blade (Misfortune) (147% power, 10 apr) Everpyre Blade (Misfortune) (147% power, 10 apr)Requires: - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Misfortune It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 798.06 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Twilight's Edge (Shrouds) (158% power, 7 apr) Twilight's Edge (Shrouds) (158% power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Shrouds The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Butcher (Corpses) (159% power, 12 apr) Butcher (Corpses) (159% power, 12 apr)Requires: - Magic 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 150% Mag, 30% Wil 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 Corpses 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 a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level. Strikesever the dwarven-steel mace (Madness) (128% power, 4 apr)Strikesever the dwarven-steel mace (Madness) (128% power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 128% Range: 1.4x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +9% blight Changes resistances penetration: +5% lightning / +15% blight Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Offalshaper (Shrouds) (122% power, 4 apr)Offalshaper (Shrouds) (122% power, 4 apr) Requires: - Magic 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 54% Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% fire Changes resistances penetration: +20% nature Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel waraxe of erosion (Shrouds) (119% power, 4 apr)quick dwarven-steel waraxe of erosion (Shrouds) (119% power, 4 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% Damage (Melee): +8 nature / +10 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Curse of Shrouds One-handed war axes. |
Emelysevea (Madness) (149% power, 6 apr) Emelysevea (Madness) (149% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% Damage (Melee): +4 arcane Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +30 (+5 eff.) Armour: +17 Defense: +15 (+3 eff.) Changes stats: +7 Dex / +3 Mag / +6 Wil Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +12% cold Disarm immunity: +50% Maximum mana: +60.00 Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Dusksmash (17/17, 146% power, 3 apr)Dusksmash (17/17, 146% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 147% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +8.0% Capacity: 17 On weapon hit: * 20% chance to inflict damage reduction * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +12 lightning Burst (radius 1) on hit: +12 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Ragyreblek the dwarven-steel shield (Misfortune) (8 def, 2 armour, 100% power, 78 block)Ragyreblek the dwarven-steel shield (Misfortune) (8 def, 2 armour, 100% power, 78 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 141% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 On weapon hit: * 25% chance to daze Damage (Melee): +4 arcane When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 lightning Damage when hit (Melee): 22 lightning Changes stats: +2 Str / +4 Wil Talent granted: +3 Block Light radius: +3 See invisible: +3 Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield 'Suntooth' (Corpses) (8 def, 2 armour, 100% power, 80.5 block)dwarven-steel shield 'Suntooth' (Corpses) (8 def, 2 armour, 100% power, 80.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage (Melee): +16 nature / +12 mind Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 light When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 16 nature / 4 light Changes resistances: +16% nature / +16% blight Changes damage: +12% fire Talent granted: +3 Block Maximum life: +76.00 Light radius: +1 Curse of Corpses Handheld deflection devices. |
Blazesear (Nightmares) (12 def, 27 armour, 100% power, 455.5 block) Blazesear (Nightmares) (12 def, 27 armour, 100% power, 455.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +456 On weapon hit: * 40% chance to blind * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +27 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +14 Con Changes resistances: +5% arcane / +9% acid Maximum wards: +3 lightning / +5 temporal / +6 blight / +6 fire / +6 cold Changes damage: +6% light Talents granted: +1 Ward +5 Block Physical save: +38 (+8 eff.) See invisible: +9 Curse of Nightmares Handheld deflection devices. |
Islathra the voratun shield (Madness) (12 def, 26 armour, 100% power, 444 block) Islathra the voratun shield (Madness) (12 def, 26 armour, 100% power, 444 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +444 Damage (Melee): +4 mind Burst (radius 1) on hit: +20 mind When wielded/worn: Armour: +26 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +14 Con Changes resistances: +18% acid / +30% cold / +9% lightning Talent granted: +5 Block Reduces incoming crit damage: 15.00% Physical save: +28 (+6 eff.) Silence immunity: +10% Mindpower: +8 (+1 eff.) Curse of Madness Handheld deflection devices. |
voratun shield 'Ereletar' (Madness) (12 def, 3 armour, 100% power, 201 block) voratun shield 'Ereletar' (Madness) (12 def, 3 armour, 100% power, 201 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 191% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +201 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 acid Damage against: +5% Animal When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 19% chance to corrode armour Changes stats: +6 Con Changes resistances: +20% acid / +30% cold / +12% darkness Changes damage: +15% blight Talent granted: +5 Block Reduces incoming crit damage: 10.00% Only die when reaching: -60.00 life Curse of Madness Handheld deflection devices. |
voratun shield 'Strikesmash' (Corpses) (12 def, 15 armour, 100% power, 315 block) voratun shield 'Strikesmash' (Corpses) (12 def, 15 armour, 100% power, 315 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 194% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +315 On weapon hit: * 35% chance to daze On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes stats: +3 Mag / +4 Wil / +1 Cun / +8 Con Changes resistances: +3% lightning / +3% cold / +3% light / +3% fire Talent granted: +5 Block Physical save: +14 (+3 eff.) Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Isann the cashmere robe (Nightmares) (2 def, 0 armour)Isann the cashmere robe (Nightmares) (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 8 arcane resource burn Changes stats: +2 Mag Changes resistances: +6% mind / +1% physical Changes resistances penetration: +10% mind Changes damage: +3% physical Only die when reaching: -20.00 life Maximum life: +10.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe (Misfortune) (2 def, 0 armour)focusing cashmere robe (Misfortune) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +6 Wil Mana each turn: +0.18 Psi each turn: +0.26 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (Corpses) (5 def, 0 armour)elven-silk robe of alchemy (Corpses) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +16% acid / +16% physical / +20% fire / +15% cold Changes damage: +12% acid / +13% physical / +10% fire / +12% cold Talent cooldown: Refit Golem (-3 turns) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Gilutar (Nightmares) (3 def, 6 armour)Gilutar (Nightmares) (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +3 Mag / +1 Wil Changes resistances: +14% darkness / +11% physical Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 10.00% Light radius: +2 See invisible: +9 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Camysachak the drakeskin leather armour (Nightmares) (37 def, 8 armour) Camysachak the drakeskin leather armour (Nightmares) (37 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +37 (+7 eff.) Ranged Defense: +40 (+6 eff.) Fatigue: +8% Damage (Melee): 17 lightning Damage (Ranged): 20 lightning Changes stats: +4 Str / +2 Dex Changes resistances: +76% lightning / +54% cold / +5% arcane Reduces incoming crit damage: 5.00% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Layoba the Shadestreak (Corpses) (3 def, 8 armour)Layoba the Shadestreak (Corpses) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 acid Changes resistances: +24% fire / +9% mind / +6% darkness Changes resistances penetration: +5% acid Curse of Corpses A suit of armour made of mail. |
Elenidegar the voratun plate armour (Madness) (22 def, 25 armour) Elenidegar the voratun plate armour (Madness) (22 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +22 (+4 eff.) Fatigue: +26% Changes stats: +6 Str / +3 Wil / +6 Cun / +6 Con Changes resistances: +21% acid / +15% physical / +15% lightning / +41% cold / +3% blight / +13% fire / +6% nature / +3% temporal Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Mental save: +22 (+5 eff.) Disarm immunity: +36% Stun/Freeze immunity: +38% Knockback immunity: +32% Mental crit. chance: +4% Curse of Madness A suit of armour made of metal plates. |
Magmahacker (Madness) Magmahacker (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +3% nature / +6% fire Changes damage: +12% fire Maximum life: +34.00 Curse of Madness A belt that goes around your waist. |
reinforced hardened leather belt of burglary (Misfortune) reinforced hardened leather belt of burglary (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+2 eff.) Changes stats: +5 Dex / +5 Cun / +8 Lck Trap disarming bonus: +14 Stealth bonus: +10 Physical save: +16 (+3 eff.) Infravision radius: +5 Curse of Misfortune A belt that goes around your waist. |
elven-silk cloak 'Zerandur' (Corpses) (33 def, 10 armour) elven-silk cloak 'Zerandur' (Corpses) (33 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +33 (+6 eff.) Changes resistances: +3% light Changes resistances penetration: +15% arcane Physical save: +46 (+9 eff.) Spell save: +25 (+5 eff.) Mental save: +58 (+12 eff.) Poison immunity: +5% Disease immunity: +15% Mana when firing critical spell: +2.00 Only die when reaching: -143.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots of uncanny dodging (Nightmares) (5 def, 3 armour)wanderer's pair of hardened leather boots of uncanny dodging (Nightmares) (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +16 (+3 eff.) Mental save: +13 (+3 eff.) Curse of Nightmares A pair of boots made of leather. |
Arthileg (Misfortune) (25 def, 5 armour) Arthileg (Misfortune) (25 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +10 Mag / +4 Wil Changes resistances penetration: +10% mind Changes damage: +15% mind Spell save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Lowers spell cool-downs by: 10% Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Misfortune It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Chista (Shrouds) (0 def, 5 armour) Chista (Shrouds) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +8 Dex / +4 Con / +15 Lck Changes resistances: +6% acid / +9% fire Stealth bonus: +15 Confusion immunity: +20% Teleport immunity: +15% Life regen: +4.40 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Duvydir (Shrouds) (9 def, 5 armour) Duvydir (Shrouds) (9 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 20 acid Changes stats: +3 Mag / +4 Wil Changes resistances: +9% acid / +15% fire / +15% cold Changes resistances penetration: +5% acid Curse of Shrouds It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (Misfortune) (0 def, 3 armour) grounding pair of iron boots of tirelessness (Misfortune) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +11.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's rough leather gloves of the juggernaut (Shrouds) (0 def, 1 armour) brawler's rough leather gloves of the juggernaut (Shrouds) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun / +2 Con Talent cooldown: Double Strike (-1 turn) Physical save: +20 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). Damage (Melee): +8 physical Activating this item is instant. Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Chamyharathel the hardened leather gloves (Misfortune) (0 def, 2 armour)Chamyharathel the hardened leather gloves (Misfortune) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +2 Damage (Melee): 11 blight Changes resistances: +8% blight Changes damage: +5% blight / +9% physical Physical save: +20 (+4 eff.) Stamina each turn: +0.60 Maximum life: +40.00 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 3). Burst (radius 2) on crit: +11 blight Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Hatheharayon (Madness) (0 def, 2 armour)Hatheharayon (Madness) (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +4 (+0 eff.) Armour: +2 Fatigue: -6% Damage when hit (Melee): 4 arcane / 12 blight Changes stats: +2 Mag Changes resistances: +6% blight Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +35% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Yvywe (Misfortune) (0 def, 2 armour)Yvywe (Misfortune) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 blight Changes stats: +1 Con Changes resistances: +8% blight / +1% physical / +9% nature / +6% light Changes damage: +8% blight Physical save: +10 (+2 eff.) Knockback immunity: +5% When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 3). On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +11 blight Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Isoledhethra the drakeskin leather gloves (Corpses) (0 def, 7 armour)Isoledhethra the drakeskin leather gloves (Corpses) (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +7 Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +10 Dex / +2 Wil / +6 Cun Changes resistances: +6% nature / +12% cold Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Maximum life: +80.00 See invisible: +6 When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +5 Physical crit. chance: +22.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * Slows global speed by 20% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Zanagund the cashmere wizard hat (Madness) (2 def, 0 armour)Zanagund the cashmere wizard hat (Madness) (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% blight / +6% lightning / +11% nature / +6% darkness Critical mult.: +15.00% Spell save: +3 (+1 eff.) Silence immunity: +10% Disarm immunity: +10% Teleport immunity: +10% Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Obsidianmaster (Nightmares) (0 def, 3 armour)Obsidianmaster (Nightmares) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +17% lightning / +11% temporal / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +12% darkness Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Ulomnir (Madness) (0 def, 3 armour)Ulomnir (Madness) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances penetration: +10% blight Changes damage: +12% blight Mental save: +6 (+2 eff.) Stamina when hit: +2.10 Equilibrium when hit: +2.10 Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Curse of Madness A cap made of leather. |
Shadownull the dwarven-steel helm (Corpses) (0 def, 4 armour) Shadownull the dwarven-steel helm (Corpses) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 darkness Changes stats: +5 Dex / +4 Wil Changes resistances: +8% blight / +8% temporal / +8% lightning Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +6% temporal Mental save: +9 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chigador the Flashstar (Nightmares) (12 def, 5 armour) Chigador the Flashstar (Nightmares) (12 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +8 Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 fire / 8 temporal Changes stats: +10 Str / +5 Dex / +14 Cun Changes resistances: +12% fire Changes resistances penetration: +15% lightning Changes damage: +18% fire / +6% temporal Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 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. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
789 alchemist agate 789 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zubalramira the Deepsobsidian Zubalramira the DeepsobsidianInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Str / +5 Dex / +2 Wil / +8 Con Changes resistances: +13% blight Changes resistances penetration: +10% all Mental save: +5 (+1 eff.) Life regen: +5.30 Light radius: +6 See stealth: +20 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)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 114 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. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
By Balls Deep Madness the Skeleton Adventurer level 50
9th Allure 123rd year of Ascendancy at 21:44 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
1st Decay 122nd year of Ascendancy at 10:21 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
79th Haze 122nd year of Ascendancy at 11:16 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
38th Dusk 122nd year of Ascendancy at 23:17 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
10th Dusk 122nd year of Ascendancy at 20:14 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
43rd Haze 122nd year of Ascendancy at 14:16 see stats
By Balls Deep Madness the Skeleton Adventurer level 41
1st Summertide 122nd year of Ascendancy at 08:53 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
39th Dusk 122nd year of Ascendancy at 01:12 see stats
By Balls Deep Madness the Skeleton Adventurer level 29
9th Mirth 122nd year of Ascendancy at 22:23 see stats
By Balls Deep Madness the Skeleton Adventurer level 37
1st Summertide 122nd year of Ascendancy at 01:57 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
40th Dusk 122nd year of Ascendancy at 05:34 see stats
By Balls Deep Madness the Skeleton Adventurer level 10
75th Pyre 122nd year of Ascendancy at 23:11 see stats
By Balls Deep Madness the Skeleton Adventurer level 20
7th Mirth 122nd year of Ascendancy at 01:54 see stats
By Balls Deep Madness the Skeleton Adventurer level 30
9th Mirth 122nd year of Ascendancy at 22:31 see stats
By Balls Deep Madness the Skeleton Adventurer level 40
1st Summertide 122nd year of Ascendancy at 07:48 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
2nd Summertide 122nd year of Ascendancy at 19:41 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
42nd Haze 122nd year of Ascendancy at 05:36 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
37th Haze 122nd year of Ascendancy at 07:50 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
42nd Haze 122nd year of Ascendancy at 23:09 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
37th Haze 122nd year of Ascendancy at 08:18 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
57th Haze 122nd year of Ascendancy at 01:20 see stats
By Balls Deep Madness the Skeleton Adventurer level 48
2nd Summertide 122nd year of Ascendancy at 16:29 see stats
By Balls Deep Madness the Skeleton Adventurer level 23
9th Mirth 122nd year of Ascendancy at 19:43 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
40th Haze 122nd year of Ascendancy at 23:50 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
38th Haze 122nd year of Ascendancy at 13:48 see stats
By Balls Deep Madness the Skeleton Adventurer level 13
3rd Mirth 122nd year of Ascendancy at 19:12 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
1st Haze 122nd year of Ascendancy at 09:49 see stats
By Balls Deep Madness the Skeleton Adventurer level 49
2nd Summertide 122nd year of Ascendancy at 17:54 see stats
By Balls Deep Madness the Skeleton Adventurer level 23
9th Mirth 122nd year of Ascendancy at 07:58 see stats
By Balls Deep Madness the Skeleton Adventurer level 23
7th Mirth 122nd year of Ascendancy at 14:02 see stats
By Balls Deep Madness the Skeleton Adventurer level 10
75th Pyre 122nd year of Ascendancy at 23:11 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
44th Haze 122nd year of Ascendancy at 06:09 see stats
By Balls Deep Madness the Skeleton Adventurer level 50
1st Decay 122nd year of Ascendancy at 08:44 see stats
Log
Balls Deep Madness deactivates Arcane Power.
Balls Deep Madness deactivates Second Life.
Balls Deep Madness deactivates Searing Sight.
Balls Deep Madness deactivates Weapon of Light.
Balls Deep Madness deactivates Through The Crowd.
Balls Deep Madness deactivates Stalk.
Balls Deep Madness is no longer attracting creatures.
Balls Deep Madness deactivates Weapon of Wrath.
Balls Deep Madness no longer revels in blood quite so much.
Balls Deep Madness is no longer surging arcane power.
Balls Deep Madness deactivates Gloom.
Balls Deep Madness deactivates Wildfire.
Balls Deep Madness deactivates Quicken Spells.
Balls Deep Madness deactivates Blood Vengeance.
Balls Deep Madness deactivates Mental Tyranny.
Balls Deep Madness deactivates Shadow Feed.
Balls Deep Madness deactivates Bone Shield.
Balls Deep Madness deactivates Arcane Combat.
Balls Deep Madness deactivates Stone Skin.
Balls Deep Madness deactivates Righteous Strength.
Balls Deep Madness deactivates Shadow Combat.
Balls Deep Madness deactivates Arcane Feed.
Balls Deep Madness deactivates Crystalline Focus.
The shield around Balls Deep Madness crumbles.
Balls Deep Madness deactivates Hymn of Shadows.
Balls Deep Madness deactivates Chant of Light.
Balls Deep Madness deactivates Spellcraft.
Balls Deep Madness's solar fury subsides.
Balls Deep Madness deactivates Corona.
Balls Deep Madness deactivates Overkill.