Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. OldRPG Revival - 9 of 12 1.3.1 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! OldRPG Revival - 3 of 12 1.3.1 OldRPG Revival - 10 of 12 1.3.1 Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. OldRPG Revival - 11 of 12 1.3.1 OldRPG Revival - 5 of 12 1.3.1 OldRPG Revival - 12 of 12 1.3.1 Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. OldRPG Revival - 2 of 12 1.3.1 OldRPG Revival - 6 of 12 1.3.1 OldRPG Revival - 8 of 12 1.3.1 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG Revival - 7 of 12 1.3.1 OldRPG Revival - 4 of 12 1.3.1 OldRPG Revival - 1 of 12 1.3.1 Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 39 / 8% |
Size | medium |
Lifes / Deaths | Killed by Cultist at level 29 on the 3rd Mirth 123rd year of Ascendancy at 03:05 / 2Killed by Bethalratta the skeleton warrior at level 39 on the 22nd Haze 123rd year of Ascendancy at 21:29 |
Primary Stats
Strength | 83 (base 55) |
Dexterity | 24 (base 10) |
Constitution | 41 (base 25) |
Magic | 16 (base 10) |
Willpower | 100.70612348361 (base 60) |
Cunning | 36.804082322404 (base 26) |
Resources
Life | -121/969 |
Hate | 98/100 |
Psi | 186/191 |
Equilibrium | 18 |
Healing Factor | 1.18337417706 |
Regeneration | 0.532518379677 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +445.20492652737% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 135 |
Accuracy | 46 |
Crit Chance | 11% |
APR | 78 |
Speed | 0.67 |
Offense: Offhand
Damage | 138 |
Accuracy | 46 |
Crit Chance | 11% |
APR | 78 |
Speed | 0.67 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 73.689185647881 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Defense: Base
Armour (hardiness) | 77.65 (86.818181818182%) |
Defense | 38.183421675168 |
Ranged Defense | 39.183421675168 |
Fatigue | 37 |
Physical Save | 45.666666666667 |
Spell Save | 42.149047739754 |
Mental Save | 48.909524010701 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 46% |
Fear Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 8 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 20 for 9 turns. While Heroism is active, you will only die when reaching -558 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Yarrrr!! |
talent | Gloom |
talent | Psiblades |
talent | Surge |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is recovering 23 life each turn. Recovery |
detrimental effect | The target is cursed, reducing all resistances by 20%. Curse of Vulnerability |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 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 14 air and an additional 6 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 is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 57/57 damage shrugged off this turn) Rampaging |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Stalking master vampire. Bonus level 2: +24 attack, +17% melee damage, +1.00 hate/turn prey was hit. Stalking -242/1318 +2 |
detrimental effect | The target's combat ability is reduced, reducing its attack by 27. Sunder Arms |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 6%. Strength and Willpower are increased by 5. Poisons and diseases have a 18% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% 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 20% for 3 turns. |
detrimental effect | The target is on fire, taking 78.18 fire damage per turn. Burning |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 174. | 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. | active |
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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed storm wyrm claw. * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
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 | Frost Treads (Nightmares) (1 def, 4 armour) Frost Treads (Nightmares) (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
Light source | Xanalerithra the Spidergash Xanalerithra the SpidergashInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes resistances penetration: +10% darkness Physical save: +17 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +14 (+5 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Crown of Command (Madness) (3 def, 6 armour) Crown of Command (Madness) (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Curse of Madness It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. Press to compare |
On hands | Stone Gauntlets of Harkor'Zun (Shrouds) (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (Shrouds) (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Wil, 30% Dex, 60% Str, 30% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Curse of Shrouds Attackspeed is 100% for non-Brawlers! Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. Press to compare |
Tool | hateful stralite torque of mindblast [power 241] (6 cooldown) hateful stralite torque of mindblast [power 241] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 10 beam (dam 120-241), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Inertial Twine (Madness) Inertial Twine (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Press to compare |
On fingers | Aerelle (Misfortune) Aerelle (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +9% blight / +3% cold / +6% light Spell save: +3 (+1 eff.) Knockback immunity: +10% Curse of Misfortune Rings can have magical properties. Press to compare |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 316 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. Press to compare |
In main hand | living mindstar 'Smolderspawn' (Shrouds) (15-16.5 power, 78 apr, nature damage) living mindstar 'Smolderspawn' (Shrouds) (15-16.5 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 125% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 2) on crit: +12 mind When wielded/worn: Damage when hit (Melee): 8 fire Changes damage: +4% acid Equilibrium when hit: +1.80 Mindpower: +19 (+5 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Around waist | Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. Press to compare |
In off hand | Islorialle the living mindstar (Corpses) (16-17.6 power, 78 apr, nature damage) Islorialle the living mindstar (Corpses) (16-17.6 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 125% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 11 lightning / 8 mind Changes stats: +3 Str / +3 Dex / +4 Mag / +6 Wil / +4 Cun / +1 Con Changes resistances: +11% lightning Changes resistances penetration: +6% lightning Changes damage: +10% lightning / +3% mind Mindpower: +19 (+5 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Cloak | thick linen cloak of protection (Shrouds) (1 def, 7 armour) thick linen cloak of protection (Shrouds) (1 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Changes resistances: +10% cold Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | stralite mail armour 'Poxumbra' (Shrouds) (4 def, 21 armour) stralite mail armour 'Poxumbra' (Shrouds) (4 def, 21 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+2 eff.) Fatigue: +16% Damage (Melee): 12 acid / 13 fire Damage when hit (Melee): 11 acid / 10 fire / 20 nature Changes resistances: +17% acid / +23% cold / +16% fire Grants telepathy: Dragon Mental crit. chance: +3% Curse of Shrouds A suit of armour made of mail. Press to compare |
Inventory
regeneration infusion of the sneak (heal 366 over 5 turns) regeneration infusion of the sneak (heal 366 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the sneak (heal 342 over 5 turns) regeneration infusion of the sneak (heal 342 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
sun infusion of the duelist (rad 8; power 35; turns 3; dispells darkness) sun infusion of the duelist (rad 8; power 35; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 35) for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 18%; cure mental)wild infusion (resist 18%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 7 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. Press to compare |
wild infusion of the sneak (resist 14%; cure magical, mental) wild infusion of the sneak (resist 14%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical or mental effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
This item will automatically be transmogrified when you leave the level. wild infusion of the sneak (resist 24%; cure magical)wild infusion of the sneak (resist 24%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion (+5 for 11 turns, die at -362) heroism infusion (+5 for 11 turns, die at -362)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 11 turns. While Heroism is active, you will only die when reaching -362 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. 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. Press to compare |
heroism infusion of the warrior (+17 for 10 turns, die at -453) heroism infusion of the warrior (+17 for 10 turns, die at -453)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -453 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. Press to compare |
movement infusion (627% speed; 8 turns) movement infusion (627% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 627% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (931% speed; 6 turns) movement infusion of the psychic (931% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 931% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1292% regen over 10 turns; 65 instant mana) manasurge rune of the duelist (1292% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1292% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the warrior (range 16; power 38; dur 7)phase door rune of the warrior (range 16; power 38; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (233 cold damage; 61 apply power) biting gale rune of the warrior (233 cold damage; 61 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 233.21 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 61. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (209 fire damage) heat beam rune of the duelist (209 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 208.66 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 359 for 6 turns)shielding rune (absorb 359 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 6 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. |
shielding rune of the psychic (absorb 451 for 7 turns) shielding rune of the psychic (absorb 451 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: 22 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 451 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 514 for 3 turns) shielding rune of the psychic (absorb 514 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 514 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 469 for 4 turns) shielding rune of the warrior (absorb 469 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 469 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 173) teleportation rune of the psychic (range 173)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 173 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 9; dur 13; see animal) vision rune of the warrior (radius 9; dur 13; see animal)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: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 25) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any animal around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 8; dur 14; see demon) vision rune of the wizard (radius 8; dur 14; see demon)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: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 18) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any demon around. 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 (552.82 temporal damage, removed from time 4 turns) Rune of the Rift (552.82 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 597.05 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. |
invisibility rune of the psychic (power 18 for 7 turns) invisibility rune of the psychic (power 18 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (422 lightning damage) lightning rune of the sneak (422 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 140.52 to 421.55 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet of healing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 286 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
restful steel amulet of dexterity (+2) restful steel amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex Life regen: +0.90 Amulets can have magical properties. Press to compare |
steel amulet of magic (+2) steel amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. Press to compare |
steel amulet of mastery (0.14 Cursed / Predator) steel amulet of mastery (0.14 Cursed / Predator)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.14 Cursed / Predator Amulets can have magical properties. Press to compare |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 23% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. Press to compare |
cleansing gold amulet of constitution (+4) cleansing gold amulet of constitution (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +17% nature / +10% blight Poison immunity: +21% Disease immunity: +23% Amulets can have magical properties. Press to compare |
gold amulet of dexterity (+5) gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Amulets can have magical properties. Press to compare |
grounding gold amulet of constitution (+4) grounding gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. Press to compare |
insulating stralite amulet of cunning (+3) insulating stralite amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% cold / +18% fire Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. stralite amuletstralite amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. Press to compare |
stralite amulet of constitution (+6) stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Amulets can have magical properties. Press to compare |
stralite amulet of magic (+5) stralite amulet of magic (+5)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Amulets can have magical properties. Press to compare |
Zubareba the voratun amulet Zubareba the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +1 Dex / +2 Wil Reduces incoming crit damage: 15.00% Infravision radius: +2 Amulets can have magical properties. Press to compare |
Porylera (Misfortune) Porylera (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances penetration: +5% mind / +5% temporal Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +22.00 Curse of Misfortune Rings can have magical properties. Press to compare |
Porylera (Misfortune) Porylera (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances penetration: +5% mind / +5% temporal Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +22.00 Curse of Misfortune Rings can have magical properties. Press to compare |
mule's copper ring (Nightmares) mule's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Curse of Nightmares Rings can have magical properties. Press to compare |
psionicist's copper ring of sensing (Nightmares) psionicist's copper ring of sensing (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +5 See invisible: +6 Curse of Nightmares Rings can have magical properties. Press to compare |
wizard's copper ring (Misfortune) wizard's copper ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Curse of Misfortune Rings can have magical properties. Press to compare |
Nightsong (Misfortune) Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Curse of Misfortune It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 46 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Press to compare |
marksman's steel ring of frost (+24%) (Corpses) marksman's steel ring of frost (+24%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +24% cold Changes damage: +12% cold Curse of Corpses Rings can have magical properties. Press to compare |
psionicist's steel ring (Nightmares) psionicist's steel ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
rogue's steel ring (Madness) rogue's steel ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Curse of Madness Rings can have magical properties. Press to compare |
gold ring (Misfortune) gold ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Misfortune Rings can have magical properties. Press to compare |
marksman's gold ring of fire (+26%) (Misfortune) marksman's gold ring of fire (+26%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) Changes stats: +5 Dex Changes resistances: +26% fire Changes damage: +13% fire Curse of Misfortune Rings can have magical properties. Press to compare |
warrior's gold ring of light (+28%) (Corpses) warrior's gold ring of light (+28%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +28% light Changes damage: +14% light Curse of Corpses Rings can have magical properties. Press to compare |
marksman's stralite ring of power (Shrouds) marksman's stralite ring of power (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+6 eff.) Physical power: +8 (+2 eff.) Changes stats: +3 Dex Spellpower: +6 (+5 eff.) Mindpower: +5 (+1 eff.) Curse of Shrouds Rings can have magical properties. Press to compare |
painweaver's stralite ring of blight (+13%) (Corpses) painweaver's stralite ring of blight (+13%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes resistances: +13% blight Changes damage: +13% blight / +6% all Spellpower: +9 (+6 eff.) Mindpower: +8 (+2 eff.) Curse of Corpses Rings can have magical properties. Press to compare |
psionicist's stralite ring of tenacity (Nightmares) psionicist's stralite ring of tenacity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Disarm immunity: +29% Pinning immunity: +20% Knockback immunity: +30% Maximum life: +20.00 Curse of Nightmares Rings can have magical properties. Press to compare |
rogue's stralite ring of sensing (Madness) rogue's stralite ring of sensing (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +5 Cun Blindness immunity: +21% Infravision radius: +5 See stealth: +9 See invisible: +14 Curse of Madness Rings can have magical properties. Press to compare |
stralite ring (Corpses) stralite ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Corpses Rings can have magical properties. Press to compare |
stralite ring (Madness) stralite ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Madness Rings can have magical properties. Press to compare |
stralite ring of sensing (Misfortune) stralite ring of sensing (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Blindness immunity: +32% Infravision radius: +5 See stealth: +14 See invisible: +13 Curse of Misfortune Rings can have magical properties. Press to compare |
titan's stralite ring (Madness) titan's stralite ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+5 eff.) Curse of Madness Rings can have magical properties. Press to compare |
titan's stralite ring of corrosion (+22%) (Corpses) titan's stralite ring of corrosion (+22%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +12 (+4 eff.) Curse of Corpses Rings can have magical properties. Press to compare |
titan's stralite ring of corrosion (+30%) (Shrouds) titan's stralite ring of corrosion (+30%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% acid Changes damage: +15% acid Physical save: +12 (+4 eff.) Curse of Shrouds Rings can have magical properties. Press to compare |
voratun ring 'Lisybrera' (Madness) voratun ring 'Lisybrera' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +2 Dex / +1 Con Maximum encumbrance: +37 Spell save: +9 (+3 eff.) Stun/Freeze immunity: +5% Curse of Madness Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. yew magestaff (Corpses) (20-24 power, 4 apr, arcane element)yew magestaff (Corpses) (20-24 power, 4 apr, arcane element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% 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% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+6 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. yew magestaff of fate (Corpses) (20-24 power, 4 apr, fire element)yew magestaff of fate (Corpses) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% 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% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Spellpower: +9 (+6 eff.) Spell crit. chance: +8% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. shimmering elven-wood vilestaff of projection (Shrouds) (25-30 power, 5 apr, darkness element)shimmering elven-wood vilestaff of projection (Shrouds) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.23 Maximum mana: +71.00 Spellpower: +14 (+9 eff.) Spell crit. chance: +7% Curse of Shrouds It can be used to project a bolt from the staff (to range 9) dealing 43.72 - 52.46 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Tirakai's Maul (Corpses) (44-57.2 power, 9 apr) Tirakai's Maul (Corpses) (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 30% Wil, 10% Mag, 120% Str Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +36 disarming acid When wielded/worn: Changes stats: +3 Str / +9 Dex / +9 Mag / +3 Wil / +9 Cun / +3 Con Changes damage: +12% acid Onyx: Acid Curse of Corpses It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (Corpses) (41-61.5 power, 2 apr)dwarven-steel greatmaul (Corpses) (41-61.5 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Curse of Corpses Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic stralite greatmaul of vileness (Nightmares) (51-76.5 power, 3 apr)acidic stralite greatmaul of vileness (Nightmares) (51-76.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 26% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +30 blight / +16 acid Curse of Nightmares Massive two-handed mauls. Press to compare |
stralite greatmaul of dampening (Corpses) (55-82.5 power, 3 apr) stralite greatmaul of dampening (Corpses) (55-82.5 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +19% fire / +16% cold / +16% lightning Spell save: +12 (+4 eff.) Curse of Corpses Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced orite trident (Nightmares) (39-62.4 power, 13 apr)balanced orite trident (Nightmares) (39-62.4 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+19 eff.) Defense: +13 (+5 eff.) Disarm immunity: +49% Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
This item will automatically be transmogrified when you leave the level. Wintertide (Madness) (39-54.6 power, 10 apr)Wintertide (Madness) (39-54.6 power, 10 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 86.69 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: None Curse of Madness It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. Press to compare |
This item will automatically be transmogrified when you leave the level. slime-covered stralite dagger of dampening (Nightmares) (31.5-40.95 power, 9 apr)slime-covered stralite dagger of dampening (Nightmares) (31.5-40.95 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% When wielded/worn: Changes resistances: +8% acid / +10% fire / +10% cold / +10% lightning Spell save: +9 (+3 eff.) Curse of Nightmares Sharp, short and deadly. Press to compare |
dreamer's pulsing mindstar of life (Misfortune) (14-15.4 power, 32 apr, mind damage) dreamer's pulsing mindstar of life (Misfortune) (14-15.4 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +19% mind Mental save: +6 (+2 eff.) Life regen: +1.50 Maximum life: +42.00 Maximum psi: +21.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of clarity (Corpses) (12-13.2 power, 32 apr, mind damage)horrifying pulsing mindstar of clarity (Corpses) (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 75% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 5 darkness Changes damage: +6% mind / +9% darkness Mental save: +6 (+2 eff.) Maximum psi: +35.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
pulsing mindstar of frost (Nightmares) (13-14.3 power, 32 apr, nature damage) pulsing mindstar of frost (Nightmares) (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 75% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 11 ice Changes resistances: +10% cold Changes resistances penetration: +14% cold Changes damage: +13% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. pouch of stralite shots (21/21, 46.5-55.8 power, 5 apr)pouch of stralite shots (21/21, 46.5-55.8 power, 5 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of physical resistance (+15%) (Madness) (8 def, 2 armour, 84 block)icy dwarven-steel shield of physical resistance (+15%) (Madness) (8 def, 2 armour, 84 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Changes resistances: +15% physical Talent granted: +3 Block Curse of Madness Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. Sanguine Shield (Shrouds) (14 def, 4 armour, 220 block)Sanguine Shield (Shrouds) (14 def, 4 armour, 220 block) Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Shrouds Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming stralite shield (Corpses) (10 def, 2 armour, 140.5 block)flaming stralite shield (Corpses) (10 def, 2 armour, 140.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 18 fire Talent granted: +4 Block Curse of Corpses Handheld deflection devices. Press to compare |
Bindings of Eternal Night (Corpses) (12 def, 12 armour) Bindings of Eternal Night (Corpses) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+5 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Corpses Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. Press to compare |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings of temporal resistance (Misfortune) (5 def, 2 armour)enlightening mummy wrappings of temporal resistance (Misfortune) (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +6 Cun / +5 Wil Changes resistances: -25% fire / +21% temporal Mental save: +16 (+5 eff.) Curse of Misfortune Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. mummy wrappings (Madness) (5 def, 2 armour)mummy wrappings (Madness) (5 def, 2 armour) Requires: - Dexterity 15 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: -25% fire Curse of Madness Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. mummy wrappings of the deep (Madness) (5 def, 5 armour)mummy wrappings of the deep (Madness) (5 def, 5 armour) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +10% acid / -25% fire / +8% cold Allows you to breathe in: water Curse of Madness Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. prismatic mummy wrappings of acid resistance (Shrouds) (5 def, 2 armour)prismatic mummy wrappings of acid resistance (Shrouds) (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +24% acid / -25% fire / +13% light / +15% darkness Curse of Shrouds Decaying mummy wrappings. Press to compare |
rejuvenating mummy wrappings (Nightmares) (5 def, 2 armour) rejuvenating mummy wrappings (Nightmares) (5 def, 2 armour)Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: -25% fire Life regen: +3.90 Stamina each turn: +1.10 Curse of Nightmares Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings (Misfortune) (5 def, 2 armour)spiked mummy wrappings (Misfortune) (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 15 physical Changes resistances: -25% fire Curse of Misfortune Decaying mummy wrappings. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked mummy wrappings of fire resistance (Nightmares) (5 def, 2 armour)spiked mummy wrappings of fire resistance (Nightmares) (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 14 physical Changes resistances: -8% fire Curse of Nightmares Decaying mummy wrappings. Press to compare |
Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. Press to compare |
cashmere robe 'Yarudehor' (Nightmares) (2 def, 0 armour) cashmere robe 'Yarudehor' (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +2 (+1 eff.) Changes stats: +12 Str / +12 Mag / +12 Wil / +1 Con Changes resistances: +36% lightning / +17% cold Changes damage: +31% lightning / +17% physical / +20% cold Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Stamina each turn: +0.20 Maximum stamina: +15.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. silk robe (Misfortune) (3 def, 0 armour)silk robe (Misfortune) (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe of time (+15%) (Corpses) (3 def, 0 armour)spellwoven silk robe of time (+15%) (Corpses) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +15% temporal Changes damage: +15% temporal Spell save: +23 (+8 eff.) Spellpower: +5 (+4 eff.) Spell crit. chance: +5% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Rope Belt of the Thaloren (Shrouds) Rope Belt of the Thaloren (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
Phlegmdare the hardened leather belt (Corpses) Phlegmdare the hardened leather belt (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Mag Changes resistances: +3% physical / +13% light / +9% darkness Reduced damage from: +23% Summoned Confusion immunity: +5% Pinning immunity: +5% Mana each turn: +0.34 Maximum mana: +40.00 Curse of Corpses A belt that goes around your waist. Press to compare |
marshal's cashmere cloak of implacability (Corpses) (2 def, 0 armour) marshal's cashmere cloak of implacability (Corpses) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Physical save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +64.00 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. Press to compare |
Scorchtide the pair of hardened leather boots (Misfortune) (15 def, 3 armour) Scorchtide the pair of hardened leather boots (Misfortune) (15 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+6 eff.) Fatigue: +3% Damage when hit (Melee): 16 fire Changes stats: +2 Str / +4 Wil / +7 Con Changes resistances penetration: +7% physical Changes damage: +18% darkness / +15% fire Mindpower: +5 (+1 eff.) Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 24% chance to completely evade them and granting you 11 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Gunor (Misfortune) (0 def, 10 armour) Gunor (Misfortune) (0 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +10 Damage (Melee): 8 physical Changes resistances: +3% physical Changes damage: +5% physical Life regen: +0.40 When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +8 physical Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +10 physical Curse of Misfortune Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
hardened leather gloves 'Demonfist' (Nightmares) (0 def, 2 armour) hardened leather gloves 'Demonfist' (Nightmares) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Armour: +2 Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances penetration: +5% arcane Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +30% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +8 arcane Burst (radius 2) on crit: +4 darkness Curse of Nightmares Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
scouring hardened leather gloves of sorrow (Corpses) (0 def, 2 armour) scouring hardened leather gloves of sorrow (Corpses) (0 def, 2 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 16 mind / 16 darkness Effects when hit in melee: * 18% chance to reduce powers by 20% * 26 arcane resource burn Spell save: +13 (+4 eff.) Mental save: -13 (-4 eff.) Mindpower: +6 (+2 eff.) When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). On weapon hit: * 23% chance to reduce powers by 20% * 20 arcane resource burn Curse of Corpses It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour) Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). Curse of Nightmares It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. Attackspeed is 100% for non-Brawlers! These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. Press to compare |
This item will automatically be transmogrified when you leave the level. insulating cashmere wizard hat of lightning (+21%) (Madness) (2 def, 0 armour)insulating cashmere wizard hat of lightning (+21%) (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% lightning / +11% fire / +9% cold Changes damage: +14% lightning Curse of Madness A pointy cloth hat, very wizardly... Press to compare |
elven-silk wizard hat 'Beruhir' (Corpses) (3 def, 0 armour) elven-silk wizard hat 'Beruhir' (Corpses) (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Cun Changes resistances: +30% lightning / +20% physical / +20% darkness Changes damage: +20% lightning / +35% physical / +33% darkness / +13% temporal / +12% light Critical mult.: +5.00% Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Infravision radius: +1 See invisible: +9 Curse of Corpses A pointy cloth hat, very wizardly... Press to compare |
miner's hardened leather cap of constitution (+5) (Nightmares) (0 def, 6 armour) miner's hardened leather cap of constitution (+5) (Nightmares) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +5 Con Infravision radius: +2 Curse of Nightmares A cap made of leather. Press to compare |
Decayed Visage (Corpses) (0 def, 0 armour) Decayed Visage (Corpses) (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances penetration: +10% darkness Changes damage: +8% blight / +8% arcane Reduces incoming crit damage: 15.00% Maximum vim: +25.00 Spell crit. chance: +3% Curse of Corpses It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 8%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. Press to compare |
Yaldan Baoth (Nightmares) (0 def, 6 armour) Yaldan Baoth (Nightmares) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Nightmares The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. Press to compare |
2 agate 2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet 9 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby 7 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber 6 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
267 alchemist agate 267 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. |
alchemist's lamp 'Rotvalor' alchemist's lamp 'Rotvalor'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes resistances penetration: +5% nature Physical save: +7 (+2 eff.) Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
scorching alchemist's lamp of health scorching alchemist's lamp of healthPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +7% fire Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! Press to compare |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. Press to compare |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Yvyyath (dig speed 22 turns) Yvyyath (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +8 Str / +6 Wil Changes resistances: +9% darkness / +9% acid Reduces incoming crit damage: 10.00% Mental save: +20 (+7 eff.) Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Ameldir the Galestoker [power 37] (26 cooldown) Ameldir the Galestoker [power 37] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +3% darkness It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 37 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
psionic steel torque of charged psionic shield [power 47] (20 cooldown) psionic steel torque of charged psionic shield [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
Dairuhir the dwarven-steel torque of thermal psionic shield [power 71] (20 cooldown) Dairuhir the dwarven-steel torque of thermal psionic shield [power 71] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Con Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Physical save: +12 (+4 eff.) Disarm immunity: +5% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 71 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Aerydar [power 48] (30 cooldown) Aerydar [power 48] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Critical mult.: +10.00% Silence immunity: +15% Pinning immunity: +10% Maximum hate: +4.00 Mindpower: +4 (+1 eff.) It can be used to teleport randomly (rad 48), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
supercharged stralite torque of thermal psionic shield [power 159] (25 cooldown) supercharged stralite torque of thermal psionic shield [power 159] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 159 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
forceful ash totem of cure ailments [power 2] (10 cooldown) forceful ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
dragonbone totem of thorny skin 'Belindur' [power 107] (26 cooldown) dragonbone totem of thorny skin 'Belindur' [power 107] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Mag Changes resistances: +3% mind Grants telepathy: Dragon Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 107 and armour hardiness by 70%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Ulfelathalen [power 40] (15 cooldown) Ulfelathalen [power 40] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% acid Maximum wards: +2 lightning / +2 temporal / +2 blight / +3 fire / +2 cold Changes resistances penetration: +5% mind Changes damage: +9% mind Talent granted: +1 Ward It can be used to disarm traps (40 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
ash wand of trap destruction 'Salidheth' [power 58] (24 cooldown) ash wand of trap destruction 'Salidheth' [power 58] (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Str / +2 Con It can be used to disarm traps (58 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
supercharged ash wand of clairvoyance [power 10] (8 cooldown) supercharged ash wand of clairvoyance [power 10] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
This item will automatically be transmogrified when you leave the level. supercharged elven-wood wand of conjuration [power 439] (13 cooldown)supercharged elven-wood wand of conjuration [power 439] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 220-439), putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
void elven-wood wand of clairvoyance [power 12] (6 cooldown) void elven-wood wand of clairvoyance [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
By Blessed the Cornac Cursed level 34
7th Dusk 123rd year of Ascendancy at 13:08 see stats
By Blessed the Cornac Cursed level 34
6th Dusk 123rd year of Ascendancy at 00:08 see stats
By Blessed the Cornac Cursed level 22
64th Regrowth 123rd year of Ascendancy at 00:49 see stats
By Blessed the Cornac Cursed level 16
3rd Regrowth 123rd year of Ascendancy at 18:34 see stats
By Blessed the Cornac Cursed level 23
67th Regrowth 123rd year of Ascendancy at 02:28 see stats
By Blessed the Cornac Cursed level 12
73rd Haze 122nd year of Ascendancy at 09:02 see stats
By Blessed the Cornac Cursed level 36
16th Dusk 123rd year of Ascendancy at 01:22 see stats
By Blessed the Cornac Cursed level 25
20th Pyre 123rd year of Ascendancy at 06:10 see stats
By Blessed the Cornac Cursed level 20
29th Regrowth 123rd year of Ascendancy at 13:01 see stats
By Blessed the Cornac Cursed level 12
73rd Haze 122nd year of Ascendancy at 09:02 see stats
By Blessed the Cornac Cursed level 32
3rd Dusk 123rd year of Ascendancy at 06:43 see stats
By Blessed the Cornac Cursed level 35
11st Dusk 123rd year of Ascendancy at 19:48 see stats
By Blessed the Cornac Cursed level 28
51st Pyre 123rd year of Ascendancy at 04:54 see stats
By Blessed the Cornac Cursed level 10
52nd Haze 122nd year of Ascendancy at 06:54 see stats
By Blessed the Cornac Cursed level 20
29th Regrowth 123rd year of Ascendancy at 06:50 see stats
By Blessed the Cornac Cursed level 30
4th Mirth 123rd year of Ascendancy at 12:13 see stats
By Blessed the Cornac Cursed level 21
55th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Blessed the Cornac Cursed level 20
35th Regrowth 123rd year of Ascendancy at 02:37 see stats
By Blessed the Cornac Cursed level 9
47th Haze 122nd year of Ascendancy at 13:35 see stats
By Blessed the Cornac Cursed level 21
57th Regrowth 123rd year of Ascendancy at 06:01 see stats
By Blessed the Cornac Cursed level 21
56th Regrowth 123rd year of Ascendancy at 17:55 see stats
By Blessed the Cornac Cursed level 28
71st Pyre 123rd year of Ascendancy at 11:40 see stats
By Blessed the Cornac Cursed level 29
3rd Mirth 123rd year of Ascendancy at 03:05 see stats
By Blessed the Cornac Cursed level 33
5th Dusk 123rd year of Ascendancy at 09:27 see stats
Log
Blessed hits Bethalratta the skeleton warrior for 4 mind damage.
Blessed hits Master vampire for 15 nature, 2 fire, 8 acid, 7 fire, (slow 30%), 1 healing, 16 nature, 8 acid, 7 fire, (slow 30%), 5 mind, 1 healing (68 total damage) [3 healing].
Blessed's mania hastens Blindside.
Blessed seems more focused.
Blessed's is no longer weakened.
Burning from Bethalratta the skeleton warrior hits Blessed for 56 fire damage.
Master vampire drains life from Blessed!
Master vampire leeches life from Blessed!
Master vampire hits Blessed for 9 blight damage.
Blessed hits Master vampire for 1 healing, 4 healing, 13 lightning, 14 acid, 4 nature, 20 fire, 9 mind (61 total damage) [5 healing].
Blessed is recovering from the damage!
Master vampire leeches life from Blessed!
Master vampire hits Blessed for 43 light, 43 light (86 total damage).
Blessed hits Bethalratta the skeleton warrior for 7 mind damage.
Blessed hits Master vampire for 32 nature, 4 fire, 15 acid, 15 fire, (slow 30%), 7 healing, 34 nature, 15 acid, 15 fire, (slow 30%), 9 mind (139 total damage) [7 healing].
Bethalratta the skeleton warrior uses Sunder Arms.
Blessed begins rampaging!
Blessed is cursed.
Bethalratta the skeleton warrior hits Blessed for 134 physical, (134 total damage).
Blessed hits Bethalratta the skeleton warrior for 11 lightning, 12 acid, 18 nature, 16 fire, 7 mind (64 total damage).
Blessed's mania hastens Cursed Sentry.
Talent Blindside is ready to use.
Burning from Bethalratta the skeleton warrior hits Blessed for 12 fire damage.
Blessed receives 27 healing.
The air around Blessed grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Bethalratta the skeleton warrior uses Execution.
Bethalratta the skeleton warrior performs a melee critical strike against Blessed!
Your hatred grows even as your life fades! (+21 hate)
Saving game...