Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 17 / 41% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 49 (base 44) |
Dexterity | 15 (base 10) |
Constitution | 12 (base 10) |
Magic | 13 (base 10) |
Willpower | 51 (base 36) |
Cunning | 24 (base 10) |
Resources
Life | 466/466 |
Hate | 47/108 |
Healing Factor | 1.2741552478274 |
Regeneration | 5.1603287537011 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 31 |
Accuracy | 21 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +13% |
Darkness | +9% |
Physical | +9% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Darkness | +40% |
Defense: Base
Armour (hardiness) | 16.335093952971 (48.103448275862%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 15 |
Physical Save | 22 |
Spell Save | 22 |
Mental Save | 28 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 16%( 70%) |
Physical | + 5%( 74%) |
Mind | + 1%( 70%) |
All | 0%( 70%) |
Darkness | + 13%( 70%) |
Light | + 33%( 70%) |
Temporal | + 11%( 70%) |
Fire | + 10%( 70%) |
Lightning | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 41% |
Fear Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: PredatorRhaloren Inquisitor. 10% Received damage reduction against SubType: Shalore. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | 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+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 45 mind and 43 darkness damage. 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
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. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
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 within2 lumberjacks have died. | done |
Equipment
On feet | Blindrigor the pair of iron boots (Misfortune) (0 def, 3 armour) Blindrigor the pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal / +6% mind / +3% light Changes resistances penetration: +15% darkness Spell save: +3 (+2 eff.) Maximum life: +40.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap 'Armydunarig' (Corpses) (0 def, 1 armour) rough leather cap 'Armydunarig' (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Physical save: +3 (+1 eff.) Knockback immunity: +20% Only die when reaching: -80.00 life Maximum life: +20.00 Curse of Corpses A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 11% chance to reduce all saves and defense by 28 Damage (Melee): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 28 Damage (Ranged): 9 physical Changes stats: +7 Cun / +6 Wil Changes resistances: +22% acid Changes damage: +11% acid / +6% physical Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +1.00 Only die when reaching: -40.00 life Maximum hate: +8.00 Mindpower: +11 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | psionicist's copper ring of clarity (Madness) psionicist's copper ring of clarity (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +11 (+6 eff.) Confusion immunity: +24% Curse of Madness Rings can have magical properties. |
Around waist | Glimmerpiety the rough leather belt (Nightmares) Glimmerpiety the rough leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes damage: +3% light / +12% mind Critical mult.: +5.00% Life regen: +0.80 Mental crit. chance: +2% Healing mod.: +12% Curse of Nightmares A belt that goes around your waist. |
In main hand | flaming iron battleaxe of daylight (Misfortune) (109% power, 1 apr) flaming iron battleaxe of daylight (Misfortune) (109% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 109% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage (radius 1) on hit: +9 fire Damage against: +10% Undead Curse of Misfortune Massive two-handed battleaxes. |
On hands | Coalkill the rough leather gloves (Corpses) (0 def, 6 armour) Coalkill the rough leather gloves (Corpses) (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes stats: +1 Wil Changes resistances: +6% blight / +3% acid Changes resistances penetration: +10% darkness Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Iron Mail of Bloodletting (Madness) (2 def, 4 armour) Iron Mail of Bloodletting (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Curse of Madness Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Cloak | Nightsquall (Misfortune) (1 def, 0 armour) Nightsquall (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% acid / +3% mind / +3% darkness Changes resistances penetration: +15% darkness / +15% mind Changes damage: +9% darkness Maximum life: +31.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
healing infusion of the psychic (heal 142; cd 14) healing infusion of the psychic (heal 142; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 66; cd 13) healing infusion of the wizard (heal 66; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 162; 16 cd) regeneration infusion of the sneak (heal 162; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 20%; physical; dur 4; cd 13) wild infusion of the sneak (res 20%; physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 17%; magical; dur 4; cd 16) wild infusion of the titan (res 17%; magical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 18%; magical; dur 3; cd 15) wild infusion of the titan (res 18%; magical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 26%; mental; dur 3; cd 13) wild infusion of the warrior (res 26%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 25%; magical; dur 2; cd 15) wild infusion of the warrior (res 25%; magical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 19%; mental; dur 2; cd 16) wild infusion of the wizard (res 19%; mental; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the psychic (range 5; phase 16; cd 14) blink rune of the psychic (range 5; phase 16; cd 14)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: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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 spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 25; cd 23) shatter afflictions rune (absorb 25; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 25 damage per debuff cleansed. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 164; dur 3; cd 14) shielding rune of the titan (absorb 164; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 164 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 16) teleportation rune (range 20; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
copper amulet of mastery (0.11 Cursed / Strife) copper amulet of mastery (0.11 Cursed / Strife)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Cursed / Strife Amulets can have magical properties. |
Fulamasus the copper ring (Nightmares) Fulamasus the copper ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 5.00% Infravision radius: +3 Curse of Nightmares Rings can have magical properties. |
copper ring of sensing (Shrouds) copper ring of sensing (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +6 Curse of Shrouds Rings can have magical properties. |
rogue's copper ring of nature (+20%) (Shrouds) rogue's copper ring of nature (+20%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Changes stats: +4 Cun Changes resistances: +20% nature Changes damage: +10% nature Curse of Shrouds Rings can have magical properties. |
titan's copper ring of perseverance (Shrouds) titan's copper ring of perseverance (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Curse of Shrouds Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Voresetira the Skywing (Nightmares) (115% power, 1 apr)Voresetira the Skywing (Nightmares) (115% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 115% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 lightning Damage (radius 1) on hit: +4 lightning When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +9% lightning / +6% temporal Curse of Nightmares Massive two-handed battleaxes. |
Bill's Tree Trunk (Misfortune) (136% power, 7 apr) Bill's Tree Trunk (Misfortune) (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Misfortune It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Durydur the steel greatmaul (Madness) (143% power, 2 apr) Durydur the steel greatmaul (Madness) (143% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 When wielded/worn: Physical crit. chance: +7.0% Defense: +3 (+3 eff.) Spell save: +6 (+3 eff.) Infravision radius: +3 Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatsword (Nightmares) (113% power, 1 apr)iron greatsword (Nightmares) (113% power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Ulugar the iron mace (Madness) (107% power, 2 apr)Ulugar the iron mace (Madness) (107% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 28 Damage (Melee): +5 mind When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Damage when hit (Melee): 2 acid Changes stats: +2 Wil / +1 Cun / +2 Con Spell save: +3 (+2 eff.) Pinning immunity: +10% Life regen: +4.00 Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron waraxe (Misfortune) (107% power, 2 apr)hateful iron waraxe (Misfortune) (107% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful iron waraxe of massacre (Madness) (117% power, 2 apr)hateful iron waraxe of massacre (Madness) (117% power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +7% Living Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe (Madness) (103% power, 2 apr)iron waraxe (Madness) (103% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Curse of Madness One-handed war axes. |
steel waraxe 'Chaliyon' (Nightmares) (110% power, 3 apr) steel waraxe 'Chaliyon' (Nightmares) (110% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 55% Changes resistances: +9% cold Changes damage: +3% mind Disarm immunity: +24% Curse of Nightmares One-handed war axes. |
Unerring Scalpel (Corpses) (111% power, 25 apr) Unerring Scalpel (Corpses) (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Chargelore (Madness) (114% power, 6 apr) Chargelore (Madness) (114% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 114% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature / +4 lightning Damage (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Damage when hit (Melee): 2 lightning Changes resistances: +5% arcane Changes resistances penetration: +6% all Curse of Madness Sharp, short and deadly. |
steel dagger 'Pitchire' (Nightmares) (118% power, 6 apr) steel dagger 'Pitchire' (Nightmares) (118% power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 118% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 23% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+7 eff.) Changes resistances: +3% darkness / +3% cold Changes damage: +3% darkness Disarm immunity: +20% Curse of Nightmares Sharp, short and deadly. |
Belamira the Viledeath (Corpses) (75% power, 12 apr, nature damage) Belamira the Viledeath (Corpses) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 physical When wielded/worn: Damage (Melee): 4 mind / 5 darkness Changes stats: +2 Str Changes resistances: +6% nature / +2% physical Changes damage: +3% mind / +2% darkness Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (Shrouds) (91% power, 15 apr, nature damage) Serpent's Glare (Shrouds) (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 197.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar of life (Shrouds) (75% power, 12 apr, nature damage) mossy mindstar of life (Shrouds) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +13.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Summer (Madness) (94% power, 18 apr, fire damage) Eye of Summer (Madness) (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Madness This mindstar glows with a bright warm light, but seems somehow incomplete. |
horrifying vined mindstar (Nightmares) (83% power, 18 apr, nature damage) horrifying vined mindstar (Nightmares) (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
nature's vined mindstar of balance (Misfortune) (88% power, 18 apr, nature damage) nature's vined mindstar of balance (Misfortune) (88% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +4% nature Physical save: +3 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+2 eff.) Disease immunity: +11% Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
elm longbow 'Raingash' (Nightmares) elm longbow 'Raingash' (Nightmares)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 fire Damage (radius 1) on hit: +12 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Changes damage: +6% mind / +15% fire Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Mindpower: +12 (+4 eff.) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. tundral pouch of iron shots (21/21, 111% power, 1 apr)tundral pouch of iron shots (21/21, 111% power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 111% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 Damage (Ranged): +9 cold Damage (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Bokarathel' (21/21, 126% power, 2 apr) pouch of steel shots 'Bokarathel' (21/21, 126% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 127% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 Turns elapse between self-loadings: 5 On weapon hit: * 20% chance to reduce all saves and defense by 28 Damage (Ranged): +6 light / +4 temporal Damage against: +10% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Coral Spray (Shrouds) (8 def, 8 armour, 100% power, 48 block)Coral Spray (Shrouds) (8 def, 8 armour, 100% power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
reinforced iron shield of lightning resistance (+16%) (Corpses) (0 def, 3 armour, 100% power, 41 block) reinforced iron shield of lightning resistance (+16%) (Corpses) (0 def, 3 armour, 100% power, 41 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +41 When wielded/worn: Armour: +3 Fatigue: +8% Changes resistances: +16% lightning Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
woollen robe 'Zerain' (Corpses) (6 def, 0 armour) woollen robe 'Zerain' (Corpses) (6 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Changes resistances: +11% acid / +10% temporal / +14% blight / +13% cold / +11% fire / +11% physical Changes damage: +5% acid / +10% temporal / +7% fire / +5% cold / +5% physical Talent cooldown: Refit Golem (-3 turns) Life regen: +1.60 Only die when reaching: -40.00 life Maximum life: +40.00 Healing mod.: +18% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Shrouds) (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 (+9 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Curse of Shrouds 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. |
cured leather armour 'Arutha' (Madness) (10 def, 4 armour) cured leather armour 'Arutha' (Madness) (10 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+9 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +3 Dex Changes resistances: +17% lightning / +6% physical Changes damage: +3% mind Physical save: +10 (+5 eff.) Movement speed: +20% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Flashumbra the iron mail armour (Madness) (2 def, 4 armour)Flashumbra the iron mail armour (Madness) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 55% Damage when hit (Melee): 2 nature / 4 fire Changes resistances: +16% lightning / +12% fire / +18% cold Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Kilngash (Nightmares) (2 def, 9 armour)Kilngash (Nightmares) (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun Changes resistances: +6% fire Changes resistances penetration: +5% fire Physical save: +6 (+3 eff.) Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Curse of Nightmares A suit of armour made of mail. |
Adiwyn the Nimbuslore (Corpses) Adiwyn the Nimbuslore (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +3% lightning Light radius: +1 Curse of Corpses A belt that goes around your waist. |
Grinydeduhad (Madness) Grinydeduhad (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 mind Changes resistances: +3% light Grants telepathy: Dragon Maximum life: +33.00 Mindpower: +3 (+1 eff.) Curse of Madness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Khelukor the Goreripper (Corpses)Khelukor the Goreripper (Corpses) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 55% Changes resistances: +5% arcane / +12% cold Changes resistances penetration: +10% arcane Changes damage: +9% nature Maximum encumbrance: +20 Curse of Corpses A belt that goes around your waist. |
Smolderpassion (Madness) Smolderpassion (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +2% physical Changes damage: +3% fire Physical save: +5 (+2 eff.) Poison immunity: +10% Maximum life: +60.00 Mindpower: +3 (+1 eff.) Healing mod.: +5% Curse of Madness A belt that goes around your waist. |
Beilach (Nightmares) (7 def, 0 armour) Beilach (Nightmares) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Defense: +7 (+7 eff.) Changes resistances: +2% physical Physical save: +5 (+2 eff.) Only die when reaching: -20.00 life Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Flashransom the linen cloak (Shrouds) (13 def, 0 armour)Flashransom the linen cloak (Shrouds) (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +13 (+11 eff.) Damage when hit (Melee): 4 light Changes resistances: +9% acid / +3% fire Physical save: +6 (+3 eff.) Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
regal kruk cloak (Misfortune) (0 def, 0 armour) regal kruk cloak (Misfortune) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +5 (+3 eff.) Curse of Misfortune A stylish kruk-style cloak, to look awesome. |
pair of rough leather boots 'Brightorder' (Corpses) (0 def, 1 armour) pair of rough leather boots 'Brightorder' (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Con Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +6% light Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Ulorion the Earthmonster (Shrouds) (0 def, 3 armour) Ulorion the Earthmonster (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +3 Wil / +3 Cun / +1 Con Changes resistances: +3% light Changes resistances penetration: +15% nature Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Ce'Nybrewen the Duskcrypt (Misfortune) (0 def, 1 armour)Ce'Nybrewen the Duskcrypt (Misfortune) (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 7 mind Damage when hit (Melee): 4 darkness Changes resistances: +5% mind Changes resistances penetration: +5% darkness Changes damage: +6% lightning / +3% temporal / +4% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Infernozephyr the iron gauntlets (Nightmares) (0 def, 1 armour)Infernozephyr the iron gauntlets (Nightmares) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Damage when hit (Melee): 2 mind / 8 fire Changes stats: +2 Dex Changes resistances: +3% mind Changes damage: +9% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Scabpassion the linen wizard hat (Misfortune) (1 def, 8 armour) Scabpassion the linen wizard hat (Misfortune) (1 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances penetration: +5% nature Mental save: +6 (+3 eff.) Light radius: +3 Curse of Misfortune A pointy cloth hat, very wizardly... |
Belunn the Furnaceraider (Misfortune) (0 def, 3 armour) Belunn the Furnaceraider (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% cold / +10% fire Changes damage: +3% mind Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Daydream (Corpses) (0 def, 7 armour) Daydream (Corpses) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Armour: +7 Fatigue: +5% Changes resistances: +1% physical Changes damage: +6% light Physical save: +11 (+5 eff.) Maximum stamina: +10.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Freezetitan (Nightmares) (0 def, 3 armour) Freezetitan (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% darkness / +9% cold Changes resistances penetration: +5% cold Changes damage: +6% fire Mindpower: +4 (+2 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shivermistress the iron helm (Shrouds) (0 def, 5 armour) Shivermistress the iron helm (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 55% * 20% chance to reduce armor by 17% Damage when hit (Melee): 2 cold Changes resistances: +3% cold / +3% fire Infravision radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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. |
aquamarine 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. |
2 amethyst 2 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. |
110 alchemist agate 110 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. |
Gyta GytaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Defense: +3 (+3 eff.) Changes stats: +1 Con Changes resistances: +3% physical Changes damage: +3% blight Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Nimbussting the brass lantern Nimbussting the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Damage when hit (Melee): 13 fire Changes resistances: +3% acid / +6% fire / +12% light Changes damage: +6% lightning Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Zubessra the Lightminister Zubessra the LightministerPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +11% light / +5% arcane Changes damage: +6% darkness Damage affinity(heal): +5% darkness Light radius: +5 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 62.81 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Shadowream' brass lantern 'Shadowream'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind / +9% darkness Grants telepathy: Dragon Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Maximum psi: +30.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 69.47 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
iron torque of psionic shield 'Spiderclash' [power 25] (25 cooldown) iron torque of psionic shield 'Spiderclash' [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +5% nature Changes damage: +12% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Emivea the Deepsfurnace [power 60] (15 cooldown)Emivea the Deepsfurnace [power 60] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes damage: +6% darkness Mana when firing critical spell: +2.00 Maximum vim: +40.00 It can be used to heals yourself and all friendly characters within 10 spaces for 60 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 60] (15 cooldown) elm totem of healing [power 60] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heals yourself and all friendly characters within 10 spaces for 60 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of shielding [power 72] (20 cooldown) soothing elm wand of shielding [power 72] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 72 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By DeadCursedBoogaloo2 the Cornac Cursed level 11
13rd Dusk 122nd year of Ascendancy at 15:17 see stats
By DeadCursedBoogaloo2 the Cornac Cursed level 10
1st Dusk 122nd year of Ascendancy at 13:24 see stats
By DeadCursedBoogaloo2 the Cornac Cursed level 12
49th Dusk 122nd year of Ascendancy at 22:13 see stats
By DeadCursedBoogaloo2 the Cornac Cursed level 17
74th Dusk 122nd year of Ascendancy at 00:08 see stats
Log
Mindrot hits Mean looking elven guard for 6 mind, 5 darkness (11 total damage).
Mean looking elven guard misses Terror.
Terror hits Mean looking elven guard for 31 physical damage.
Your summoned terror disappears.
DeadCursedBoogaloo2's mind surges with critical power!
Mindrot hits Mean looking elven guard for 9 mind, 9 darkness (18 total damage).
Mean looking elven guard is lost in despair!
Mean looking elven guard misses DeadCursedBoogaloo2.
Your summoned terror disappears.
DeadCursedBoogaloo2 performs a melee critical strike against Mean looking elven guard!
DeadCursedBoogaloo2 hits Mean looking elven guard for 63 physical damage.
DeadCursedBoogaloo2 killed Mean looking elven guard!
DeadCursedBoogaloo2 receives 15 healing from Unnatural Body.
Your summoned terror disappears.
DeadCursedBoogaloo2 receives 9 healing from Unnatural Body.
Your summoned terror disappears.
Talent Blindside is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
DeadCursedBoogaloo2 deactivates Gloom.
DeadCursedBoogaloo2 deactivates Stalk.
DeadCursedBoogaloo2 deactivates Savage Hunter.