Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Possessor Bonus Class 1.5.3Donators/Buyers bonus! astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Dremling Horror Race 1.5.2There aren't enough subtypes of dwarf so here are some Horrible dwarves. Items Vault 1.5.0Donators/Buyers bonus! Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Slow Tweak 1.4.9Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored. This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Arena to Infinite Dungeon 1.5.2Shoves you into the Infinite Dungeon after winning The Arena. It gives you a Transmog chest, and unlocks leveling, worry not. Use Alchemist Gems From Inventory 1.5.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
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. Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Displacement Tracking 1.3.0A tweak to the Minimalist UI to visually indicate how much of your Displacement Shield has been absorbed. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Wight |
Class | Cursed |
Level / Exp | 52 / 68% |
Size | big |
Lifes / Deaths | Killed by skeleton assassin at level 4 on the 76th Pyre 122nd year of Ascendancy at 20:42 0 / 7Killed by ritch flamespitter at level 8 on the 4th Mirth 122nd year of Ascendancy at 12:36 Killed by Goreth the gloomy grizzly bear at level 9 on the 6th Mirth 122nd year of Ascendancy at 04:32 Killed by Adossra the sick warg at level 9 on the 6th Mirth 122nd year of Ascendancy at 14:34 Killed by Beluldata the dredge captain at level 24 on the 67th Haze 122nd year of Ascendancy at 18:26 Killed by Polyriatta the elven elite warrior at level 27 on the 72nd Haze 122nd year of Ascendancy at 20:34 Killed by Atamathon the Giant Golem at level 50 on the 74th Haze 123rd year of Ascendancy at 09:32 |
Primary Stats
Strength | 155 (base 62) |
Dexterity | 76 (base 27) |
Constitution | 195 (base 64) |
Magic | 60 (base 15) |
Willpower | 108 (base 62) |
Cunning | 122 (base 62) |
Resources
Mana | 919/1009 |
Psi | 198/198 |
Life | 2017/2017 |
Hate | 69/108 |
Equilibrium | 56 |
Healing Factor | 2.4066768079553 |
Regeneration | 18.170409900062 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +106.47004342324% |
Spell | +5.7197299937976% |
Global | +120% |
Vision
Sight | 13 |
Lite | 10 |
Infravision | 15 |
See Stealth | 103.49060905307 |
See Invisible | 134.49060905307 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 475 |
Accuracy | 78 |
Crit Chance | 92% |
APR | 40 |
Speed | 1.20 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 84% |
Speed | 0.94589723229398 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 77% |
Speed | 1 |
Offense: Damage Bonus
All | +18% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 78.972365458581 (100%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 94 |
Spell Save | 46 |
Mental Save | 85 |
Defense: Resistances
All | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 15% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 80% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 11 turns. This enchantment increases your accuracy and armour by 53 and adds 63 arcane damage to all your hits. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 270% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blink drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Undead / High Wight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Charged Shield |
talent | Hymn of Shadows |
talent | Skate |
talent | Kinetic Shield |
talent | Gloom |
talent | Stalk |
talent | Phased Wyrm |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. 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 | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+30% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 16%) for 4 turns. Power 1+: Nightwalker: +28 Darkness Resistance, +14% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 30% 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 30% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You failed to protect the lost warrior from death by Glimira the orc soldier. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by Iserakira the giant lightning ant. Escort: worried loremaster (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 913. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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
Psionic focus | Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Light source | Skybiter Skybiter Powered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to disease Damage when hit (Melee): 8 blight Changes stats: +8 Mag / +12 Wil / +6 Con Changes resistances: +13% blight / +6% lightning Changes damage: +12% mind / +20% light Mental save: +15 (+3 eff.) Life regen: +6.50 Psi when hit: +0.08 Maximum hate: +8.00 Spellpower: +15 (+4 eff.) Light radius: +11 See stealth: +30 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Grinogodor' (Corpses) (0 def, 5 armour) voratun helm 'Grinogodor' (Corpses) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 mind / 34 darkness Changes stats: +6 Str / +4 Dex / +10 Wil / +10 Cun / +9 Con / +17 Lck Changes resistances penetration: +15% physical Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Physical save: +42 (+8 eff.) Mental save: +10 (+2 eff.) Spellpower: +16 (+5 eff.) Spell crit. chance: +8% Mindpower: +12 (+2 eff.) Mental crit. chance: +8% Infravision radius: +12 Sight radius: +3 See stealth: +25 See invisible: +39 Healing mod.: +50% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Elymiwyn (Corpses) (0 def, 5 armour) Elymiwyn (Corpses) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -2% Changes stats: +2 Dex / +8 Wil / +14 Cun / +16 Con Changes resistances penetration: +25% physical Reduces incoming crit damage: 10.00% Physical save: +60 (+11 eff.) Mental save: +50 (+10 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Psi when hit: +0.08 Mindpower: +8 (+1 eff.) See invisible: +9 Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.3 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Aroran the voratun pickaxe (dig speed 8 turns) Aroran the voratun pickaxe (dig speed 8 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +15 Armour: +4 Changes stats: +8 Str / +2 Dex / +6 Mag Changes damage: +14% mind / +13% fire Mental save: +13 (+3 eff.) Life regen: +0.80 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum mana: +113.00 Spell crit. chance: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Cracklewake' (Shrouds) voratun ring 'Cracklewake' (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Damage when hit (Melee): 12 temporal / 16 physical Changes stats: +16 Dex / +8 Mag / +17 Cun Changes damage: +12% lightning Mental save: +30 (+6 eff.) Confusion immunity: +93% Spellpower: +10 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Fatigue: -8% Changes stats: +8 Str / +2 Wil / +7 Con Changes resistances: +23% acid / +9% light / +23% cold / +24% fire / +5% arcane / +35% lightning Maximum encumbrance: +36 Silence immunity: +15% Maximum psi: +30.00 Mental crit. chance: +1% 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, costing 1 power out of 1/1. "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? |
Around neck | voratun amulet 'Fogonslaught' voratun amulet 'Fogonslaught'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +10 Con Changes resistances: +25% lightning / +1% physical / +6% darkness Talent masteries: +0.40 Cursed / Slaughter +0.40 Technique / Combat training Physical save: +10 (+2 eff.) Stun/Freeze immunity: +43% Amulets can have magical properties. |
In main hand | Blighted Maul (Shrouds) (96-144 power, 22 apr) Blighted Maul (Shrouds) (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 319.50 to 958.50 physical damage (based on Strength). * splashes acid on your target dealing 52 damage and reducing their armor Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Shrouds It can be used to knock away other craatures within radius 4), dealing 837.80 to 1675.60 physical damage (based on Strength) to each, costing 45 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This item has been sent to the Item's Vault. |
On hands | Dairudig (Shrouds) (0 def, 3 armour) Dairudig (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 25% chance to cause random gloom * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 28 temporal / 36 darkness / 40 mind Damage (Ranged): 37 temporal Changes resistances: +6% blight / +35% temporal Changes resistances penetration: +5% temporal Changes damage: +20% temporal Talent granted: +5 Iron Grip Critical mult.: +15.00% Mental save: -8 (-2 eff.) Disarm immunity: +100% Spell crit. chance: +20% Mindpower: +9 (+1 eff.) Mental crit. chance: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 50% chance to gain 10% of a turn (3/turn limit) Curse of Shrouds It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 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! Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Dex / +3 Wil / +8 Cun Changes resistances: +20% blight / +20% cold / +20% nature Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Healing mod.: +30% Chance to avoid any damage: +8% Slows Projectiles: +25% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
Cloak | Oliharathel the cashmere cloak (Corpses) (12 def, 0 armour) Oliharathel the cashmere cloak (Corpses) (12 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +1 Str / +3 Dex / +4 Con Changes resistances: +13% temporal / +15% darkness / +6% blight / +25% fire / +25% light Changes damage: +12% mind Talent mastery: +0.30 Technique / Combat training Physical save: +7 (+2 eff.) Spell save: -16 (-5 eff.) Mental save: +30 (+6 eff.) Stamina each turn: +0.50 Mana each turn: -0.15 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% Curse of Corpses It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crystalline Voratun plate armour (Nightmares) (18.7 def, 32.3 armour) Crystalline Voratun plate armour (Nightmares) (18.7 def, 32.3 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. When wielded/worn: Armour: +32 Defense: +19 (+6 eff.) Fatigue: +26% Changes stats: +8 Mag / +33 Con / +12 Lck Changes resistances: +50% acid / +15% physical / +10% darkness / +10% cold / +35% arcane / +25% nature Reduces incoming crit damage: 23.00% Physical save: +25 (+5 eff.) Spell save: +35 (+12 eff.) Poison immunity: +60% Disease immunity: +60% Curse of Nightmares It can be used to recover the Crystal Heart (destroys this armour), costing 1 power out of 1/1. A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
Inventory
This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 179% / cooldown 84%)medical injector implant (efficiency 179% / cooldown 84%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 306% / cooldown 87%) medical injector implant of the titan (efficiency 306% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 306% efficiency and cooldown mod of 87%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 21) steam generator implant of the psychic (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; 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: Steamtech (120% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.3 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 22) steam generator implant of the sneak (steam 22)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (120% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.1 steam per turn. Can be activated for an instant burst of 111 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 23) steam generator implant of the titan (steam 23)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (120% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.6 steam per turn. Can be activated for an instant burst of 113 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Ancient Rune () Ancient Rune ()Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 5 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: You will have to try it to discover what it does. It can be used to inscribe your skin with the rune. A long forgotten rune created by a long forgotten people. It appears to have been part of something greater. Parts of it still hold great power. But who knows what it will unleash? |
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. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 900 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 418.02 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun amulet 'Isera'voratun amulet 'Isera' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 blight / 16 mind Changes resistances: +21% acid / +30% darkness / +30% blight / +15% lightning / +25% light Changes resistances penetration: +20% mind Spell save: +12 (+4 eff.) Blindness immunity: +50% Disarm immunity: +15% Spellpower on spell critical (stacks up to 3 times): +10 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. solipsist's gold ring of tenacity (Shrouds)solipsist's gold ring of tenacity (Shrouds) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +7 Wil Disarm immunity: +38% Pinning immunity: +37% Knockback immunity: +33% Maximum life: +38.00 Mindpower: +11 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
stralite ring (Nightmares) stralite ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Nightmares Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of channeling (Nightmares) (25-30 power, 5 apr, physical element)cruel elven-wood starstaff of channeling (Nightmares) (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 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, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.33 Spellpower: +28 (+8 eff.) Spell crit. chance: +4% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Nightidol the dragonbone magestaff (Nightmares) (50-60 power, 6 apr, arcane element)Nightidol the dragonbone magestaff (Nightmares) (50-60 power, 6 apr, arcane element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 50.0 - 60.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 physical When wielded/worn: Accuracy: +35 (+7 eff.) Physical crit. chance: +40.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% cold / +6% nature / +9% light Changes resistances penetration: +25% darkness Changes damage: +30% arcane / +9% mind Talent granted: +1 Command Staff Critical mult.: +31.00% Psi when hit: +0.08 Spellpower: +24 (+7 eff.) Spell crit. chance: +9% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (Misfortune) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (Misfortune) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 100% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% Curse of Misfortune The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone vilestaff of wizardry (Madness) (30-36 power, 6 apr, acid element)bloodlich's dragonbone vilestaff of wizardry (Madness) (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +15 Mag / +4 Wil / +8 Cun / +10 Con Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +30.00% Vim when firing critical spell: +8.00 Maximum mana: +97.00 Maximum vim: +46.00 Maximum neg.energy: +41.00 Spellpower: +24 (+7 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone starstaff of blasting (Corpses) (30-36 power, 6 apr, temporal element)cruel dragonbone starstaff of blasting (Corpses) (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +25 (+7 eff.) Spell crit. chance: +15% Curse of Corpses It can be used to unleash an elemental blastwave, dealing 95.75 to 114.90 temporal damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff 'Armegoneg' (Madness) (30-36 power, 6 apr, darkness element)dragonbone starstaff 'Armegoneg' (Madness) (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +20 mind When wielded/worn: Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 fire Damage when hit (Melee): 31 mind / 8 temporal Changes stats: +3 Mag Changes resistances: +9% mind Changes damage: +9% mind / +30% darkness Talent granted: +1 Command Staff Critical mult.: +33.00% Mental save: +18 (+4 eff.) Maximum hate: +10.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +5% Infravision radius: +3 See invisible: +20 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen dragonbone magestaff of blasting (Misfortune) (30-36 power, 6 apr, cold element)earthen dragonbone magestaff of blasting (Misfortune) (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +12% Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spellpower: +25 (+7 eff.) Spell crit. chance: +15% Curse of Misfortune It can be used to unleash an elemental blastwave, dealing 95.75 to 114.90 cold damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe 'Manuduntir' (Corpses) (44-66 power, 3 apr)stralite battleaxe 'Manuduntir' (Corpses) (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 60% chance to cause random gloom Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +8 arcane / +20 fire When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% arcane Changes resistances penetration: +25% mind / +20% blight Critical mult.: +25.00% Spell save: +12 (+4 eff.) Mana each turn: +0.08 Mana when firing critical spell: +4.00 Spell crit. chance: +7% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Chamalin (Misfortune) (56.5-84.75 power, 4 apr)Chamalin (Misfortune) (56.5-84.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +16 blight When wielded/worn: Armour penetration: +5 Fatigue: -8% Changes resistances: +9% blight Changes damage: +15% physical Physical save: +18 (+4 eff.) Stamina each turn: +2.00 See invisible: +9 Healing mod.: +25% Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatmaul of vileness (Misfortune) (72-108 power, 4 apr)truestriking voratun greatmaul of vileness (Misfortune) (72-108 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 42% chance to disease Damage (Melee): +42 blight When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +16 Changes resistances penetration: +21% physical Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Dimzeal' (Madness) (63.5-95.25 power, 4 apr)voratun greatmaul 'Dimzeal' (Madness) (63.5-95.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +41 blight Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +21 Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 24 darkness Changes resistances penetration: +30% arcane / +20% physical Changes damage: +12% arcane / +20% physical Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel greatsword of daylight (Nightmares) (38-60.8 power, 2 apr)elemental dwarven-steel greatsword of daylight (Nightmares) (38-60.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +20 light Damage against: +28% Undead When wielded/worn: Changes resistances penetration: +19% acid / +19% fire / +14% lightning / +14% cold Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of crippling (Madness) (52-83.2 power, 3 apr)quick stralite greatsword of crippling (Madness) (52-83.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +19.0% Changes stats: +9 Dex Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword 'Glimmerrage' (Misfortune) (58.5-93.6 power, 7 apr)voratun greatsword 'Glimmerrage' (Misfortune) (58.5-93.6 power, 7 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 40% Wil, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +20 blight / +21 fire When wielded/worn: Physical power: +12 (+2 eff.) Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Damage when hit (Melee): 16 light Changes stats: +4 Str / +7 Con Changes damage: +9% physical Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -126.00 life Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing orite trident of massacre (Corpses) (57-91.2 power, 13 apr)arcing orite trident of massacre (Corpses) (57-91.2 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 57.0 - 91.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +24 lightning Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. truestriking orite trident (Misfortune) (39.5-63.2 power, 13 apr)truestriking orite trident (Misfortune) (39.5-63.2 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: 39.5 - 63.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick orichalcum trident of crippling (Corpses) (53-84.8 power, 16 apr)quick orichalcum trident of crippling (Corpses) (53-84.8 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +21.0% Changes stats: +9 Dex Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel longsword of purging (Madness) (22-30.8 power, 4 apr)thought-forged dwarven-steel longsword of purging (Madness) (22-30.8 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 22% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +14 nature / +17 mind When wielded/worn: Changes stats: +4 Cun / +5 Wil Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Duathelfear the stralite mace (Shrouds) (36.5-51.1 power, 5 apr)Duathelfear the stralite mace (Shrouds) (36.5-51.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +17 fire When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +12% acid Changes resistances penetration: +20% acid / +30% blight Changes damage: +12% blight Spell save: +24 (+8 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+3 eff.) Spell crit. chance: +13% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace 'Galemaim' (Misfortune) (35.5-49.7 power, 5 apr)stralite mace 'Galemaim' (Misfortune) (35.5-49.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +15 fire When wielded/worn: Armour: +6 Effects on melee hit: * 47% chance to daze at end of turn Changes stats: +5 Cun Changes resistances: +9% mind / +12% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +32 (+6 eff.) Confusion immunity: +10% Only die when reaching: -60.00 life Infravision radius: +2 Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel waraxe of rage (Nightmares) (22.5-31.5 power, 4 apr)truestriking dwarven-steel waraxe of rage (Nightmares) (22.5-31.5 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +10 Changes stats: +4 Str Changes resistances penetration: +11% physical Changes damage: +11% physical Stamina when hit: +1.70 Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe 'Shimmernigh' (Shrouds) (30.5-42.7 power, 9 apr)stralite waraxe 'Shimmernigh' (Shrouds) (30.5-42.7 power, 9 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning When wielded/worn: Changes stats: +11 Str / +7 Dex / +3 Con Changes resistances: +4% physical Changes damage: +12% lightning / +12% physical / +9% temporal Physical save: +47 (+9 eff.) Life regen: +1.00 Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of shearing (Corpses) (31.5-44.1 power, 5 apr)stralite waraxe of shearing (Corpses) (31.5-44.1 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +12 Changes resistances penetration: +13% physical Changes damage: +13% physical Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Issaderab the voratun waraxe (Nightmares) (39.5-55.3 power, 6 apr)Issaderab the voratun waraxe (Nightmares) (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 darkness Burst (radius 1) on hit: +12 mind / +4 acid Damage against: +16% Living When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances: +12% acid / +10% all Changes resistances penetration: +15% nature / +15% physical Changes damage: +6% mind / +13% physical Physical save: +6 (+1 eff.) Only die when reaching: -80.00 life Maximum life: +30.00 Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. glacial voratun waraxe of shearing (Misfortune) (40-56 power, 6 apr)glacial voratun waraxe of shearing (Misfortune) (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +29 ice When wielded/worn: Armour penetration: +12 Armour: +13 Changes resistances penetration: +14% physical / +14% cold Changes damage: +15% physical Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's iron dagger of crippling (Nightmares) (10.5-13.65 power, 5 apr)plaguebringer's iron dagger of crippling (Nightmares) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 7% chance to disease On weapon crit: * cripple the target Damage (Melee): +7 blight When wielded/worn: Physical crit. chance: +6.0% Disease immunity: +12% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Jetvalor (Nightmares) (28.5-37.05 power, 9 apr)Jetvalor (Nightmares) (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 62% chance to corrode armour by 30% Damage (Melee): +40 insidious poison / +12 arcane Burst (radius 1) on hit: +28 darkness Burst (radius 2) on crit: +12 acid When wielded/worn: Damage when hit (Melee): 8 arcane / 16 darkness Changes resistances: +9% darkness Changes damage: +21% acid Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing stralite dagger of evisceration (Shrouds) (28-36.4 power, 9 apr)arcing stralite dagger of evisceration (Shrouds) (28-36.4 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing Damage (Melee): +14 lightning When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Sky's kiss the voratun dagger (Misfortune) (39-50.7 power, 9 apr)Sky's kiss the voratun dagger (Misfortune) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +16 fire When wielded/worn: Armour penetration: +7 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 20 lightning Changes stats: +5 Dex / +4 Con Changes resistances: +9% mind / +4% physical Changes resistances penetration: +15% mind Only die when reaching: -126.00 life Maximum stamina: +20.00 Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic voratun dagger of torment (Shrouds) (39-50.7 power, 9 apr)caustic voratun dagger of torment (Shrouds) (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to corrode armour by 30% * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +12% acid / +12% mind / +8% darkness Life regen: +2.00 Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. honing pulsing mindstar of frost (Misfortune) (12-13.2 power, 32 apr, mind damage)honing pulsing mindstar of frost (Misfortune) (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 It is part of a set of items. This natural frost should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 12.0 - 13.2 Uses stats: 85% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 15 ice Changes stats: +4 Cun / +4 Wil Changes resistances: +7% physical / +17% cold Changes resistances penetration: +9% physical / +10% cold Changes damage: +9% physical / +17% cold Mindpower: +8 (+1 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. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of venom (Corpses) (12.5-13.75 power, 32 apr, mind damage)pulsing mindstar of venom (Corpses) (12.5-13.75 power, 32 apr, mind 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 venom should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes resistances: +17% acid Changes resistances penetration: +16% acid Changes damage: +16% acid Life regen: +1.70 Mindpower: +8 (+1 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. |
This item will automatically be transmogrified when you leave the level. caller's living mindstar (Misfortune) (16-17.6 power, 40 apr, mind damage)caller's living mindstar (Misfortune) (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +9% acid / +10% fire / +10% cold / +9% physical Changes damage: +15% acid / +15% fire / +15% cold / +15% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. caller's living mindstar of resolve (Misfortune) (17.5-19.25 power, 40 apr, mind damage)caller's living mindstar of resolve (Misfortune) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances penetration: +10% acid / +10% fire / +10% cold / +10% physical Changes damage: +15% acid / +12% fire / +14% cold / +15% physical Physical save: +5 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of flames (Corpses) (18-19.8 power, 40 apr, mind damage)living mindstar of flames (Corpses) (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +20% fire Changes resistances penetration: +12% fire Changes damage: +20% fire Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +6% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel steamsaw (Madness) (23-34.5 power, 14 apr)plaguebringer's dwarven-steel steamsaw (Madness) (23-34.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +40 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease Damage (Melee): +13 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Disease immunity: +25% Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Grinder (Madness) (36-54 power, 20 apr) Grinder (Madness) (36-54 power, 20 apr)Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 36.0 - 54.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +14.0% Attack speed: 100% Block value: +50 Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: +10% Talent granted: +2 Block On Taking Damage: Blindside the attacker (range 6). Curse of Madness Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
This item will automatically be transmogrified when you leave the level. Glittertrail (Nightmares)Glittertrail (Nightmares) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 60% chance to cause random gloom Burst (radius 1) on hit: +16 mind When wielded/worn: Armour: +6 Changes resistances: +7% arcane / +21% cold Changes resistances penetration: +26% physical Changes damage: +24% physical / +9% light / +6% mind Physical save: +12 (+3 eff.) Silence immunity: +20% Stun/Freeze immunity: +10% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Vorodhevena the Dazzleschism (Nightmares)Vorodhevena the Dazzleschism (Nightmares) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 62% chance to daze at end of turn Burst (radius 1) on hit: +6 arcane / +6 light Burst (radius 2) on crit: +8 light When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +8 Str Changes resistances: +6% light / +9% lightning Changes resistances penetration: +30% light Changes damage: +9% light Light radius: +4 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Kilnstalker the dragonbone longbow (Corpses)Kilnstalker the dragonbone longbow (Corpses) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 60% chance to daze at end of turn Burst (radius 1) on hit: +10 mind / +6 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +12 Dex / +4 Wil / +5 Cun Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +10% lightning / +38% physical / +10% fire Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. swiftstrike reinforced leather sling of recursion (Misfortune)swiftstrike reinforced leather sling of recursion (Misfortune) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. glacial stralite steamgun of true shot (Shrouds)glacial stralite steamgun of true shot (Shrouds) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +14 ice Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Armour: +13 Changes resistances penetration: +13% cold Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Airbringer (23/23, 70-98 power, 18 apr)Airbringer (23/23, 70-98 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +62 lightning / +12 mind Burst (radius 1) on hit: +20 mind / +24 lightning Burst (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Bokylathadin the Umbrasun (22/22, 72-100.8 power, 32 apr)Bokylathadin the Umbrasun (22/22, 72-100.8 power, 32 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 72.0 - 100.8 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +32 Crit. chance: +20.0% Capacity: 22 On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +55 darkness / +30 blight / +28 arcane / +8 nature Burst (radius 1) on hit: +8 darkness Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level. inquisitor's quiver of dragonbone arrows (25/25, 54.5-76.3 power, 18 apr)inquisitor's quiver of dragonbone arrows (25/25, 54.5-76.3 power, 18 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 25 On weapon crit: * burns latent spell energy Damage (Ranged): +38 manaburn arcane Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of dwarven-steel shots of daylight (24/24, 30.5-36.6 power, 3 apr)elemental pouch of dwarven-steel shots of daylight (24/24, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 24 On weapon hit: * Random elemental explosion Damage (Ranged): +14 light Damage against: +20% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. icy voratun shield of resistance (Nightmares) (12 def, 3 armour, 200.5 block)icy voratun shield of resistance (Nightmares) (12 def, 3 armour, 200.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 20 ice Changes resistances: +13% acid / +13% fire / +13% lightning / +13% cold Talent granted: +5 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of resistance (Shrouds) (12 def, 15 armour, 315 block)impervious voratun shield of resistance (Shrouds) (12 def, 15 armour, 315 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +13% acid / +13% fire / +9% lightning / +12% cold Talent granted: +5 Block Physical save: +14 (+3 eff.) Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of power (Corpses) (0 def, 0 armour)mindwoven linen robe of power (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +8% all Mental save: +18 (+4 eff.) Spellpower: +12 (+4 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of Angolwen (Madness) (3 def, 0 armour)ancient silk robe of Angolwen (Madness) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Wil / +14 Mag Changes resistances penetration: +13% temporal / +13% physical Changes damage: +17% temporal / +13% physical Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +14 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +15 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of power (Madness) (3 def, 0 armour)mindwoven silk robe of power (Madness) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +11% all Mental save: +27 (+5 eff.) Spellpower: +18 (+5 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (Madness) (12 def, 0 armour) Crimson Robe (Madness) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of Linaniil (Nightmares) (5 def, 0 armour)elven-silk robe of Linaniil (Nightmares) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Mana each turn: +0.40 Maximum mana: +99.00 Spellpower: +27 (+7 eff.) Spell crit. chance: +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of Angolwen (Corpses) (5 def, 0 armour)spellwoven elven-silk robe of Angolwen (Corpses) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Mag / +6 Wil Spell save: +29 (+10 eff.) Silence immunity: +49% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+6 eff.) Spell crit. chance: +6% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe (Madness) (5 def, 0 armour)stormwoven elven-silk robe (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +14% cold Changes damage: +15% lightning / +14% physical / +16% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of thunder (Madness) (15 def, 8 armour)marauder's drakeskin leather armour of thunder (Madness) (15 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +19 Str / +10 Dex / +10 Mag / +10 Wil Changes resistances: +20% lightning Physical save: +20 (+4 eff.) Spellpower: +24 (+7 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +10% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of delving (Misfortune) (5 def, 8 armour)spiked drakeskin leather armour of delving (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes stats: +8 Str Changes resistances: +20% darkness / +15% physical Light radius: +2 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of implacability (Misfortune) (3 def, 16 armour)dwarven-steel mail armour of implacability (Misfortune) (3 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +8% Physical save: +10 (+2 eff.) Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened stralite mail armour of implacability (Madness) (4 def, 26 armour)hardened stralite mail armour of implacability (Madness) (4 def, 26 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +26 Defense: +4 (+1 eff.) Fatigue: +7% Changes resistances: +11% acid / +11% physical / +12% cold / +10% lightning / +11% fire Physical save: +13 (+3 eff.) Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing dwarven-steel plate armour of delving (Madness) (5 def, 11 armour)searing dwarven-steel plate armour of delving (Madness) (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 13 acid / 13 fire Changes stats: +7 Str Changes resistances: +22% acid / +11% physical / +16% darkness / +20% fire Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of thunder (Corpses) (9 def, 36 armour)impenetrable voratun plate armour of thunder (Corpses) (9 def, 36 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +36 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +20% lightning Spellpower: +25 (+7 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +10% Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather belt of burglary (Nightmares)insulating drakeskin leather belt of burglary (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +15% fire / +15% cold Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +6 Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. ravager's drakeskin leather belt (Corpses)ravager's drakeskin leather belt (Corpses) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +20% physical Changes damage: +18% physical Curse of Corpses A belt that goes around your waist. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% fire / +0% cold / +0% nature / +0% light Spellpower: +5 (+1 eff.) Mindpower: +5 (+0 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots of phasing (Madness) (0 def, 4 armour)wanderer's pair of dwarven-steel boots of phasing (Madness) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag / +4 Wil / +4 Cun / +4 Con Physical save: +19 (+4 eff.) Mental save: +19 (+4 eff.) Curse of Madness It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (Madness) (8 def, 15 armour) Steam Powered Boots (Madness) (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Curse of Madness Boots. But with steam power! |
Steam Powered Gauntlets (Madness) (0 def, 12 armour) Steam Powered Gauntlets (Madness) (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Curse of Madness Attackspeed is 100% for non-Brawlers! Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level. hardened leather hat of strength (+5) (Nightmares) (0 def, 3 armour)hardened leather hat of strength (+5) (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Curse of Nightmares A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. bladed hardened leather cap (Nightmares) (0 def, 3 armour)bladed hardened leather cap (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +4 Str Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1544.0 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Steel Helm of Garkul (Nightmares) (0 def, 6 armour) Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+2 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dragon-helm of Kroltar (Madness) (5 def, 9 armour) Dragon-helm of Kroltar (Madness) (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Curse of Madness It can be used to activate talent Bellowing Roar (costing 41 power out of 45/45) : Effective talent level: 3.0 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 250.33 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
This item will automatically be transmogrified when you leave the level. Daimegar the Noonwilter (Nightmares) (0 def, 5 armour)Daimegar the Noonwilter (Nightmares) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Mag / +10 Wil / +5 Cun Changes resistances: +15% blight / +7% arcane Changes resistances penetration: +15% arcane Changes damage: +24% light / +9% arcane Grants telepathy: Dragon Reduces incoming crit damage: 23.00% Mental save: +13 (+3 eff.) Infravision radius: +4 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (Misfortune) (3 def, 12 armour) Steam Powered Helm (Misfortune) (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Misfortune A Helmet. But with steam power! |
This item will automatically be transmogrified when you leave the level. voratun helm of might (Misfortune) (0 def, 5 armour)voratun helm of might (Misfortune) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. marble wardstone 'Polebreda' (Shrouds)marble wardstone 'Polebreda' (Shrouds) Requires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Wil Changes resistances: +31% acid / +6% temporal / +25% darkness / +25% blight / +28% fire / +12% cold Reduce damage by fixed amount: +5 all Maximum wards: +3 blight / +3 fire / +4 darkness / +4 acid Reduced damage from: +24% Demon Talent granted: +4 Ward Spell save: +20 (+7 eff.) Mental save: +29 (+6 eff.) Disease immunity: +20% Silence immunity: +15% Stun/Freeze immunity: +25% Hate each turn: +0.50 Maximum hate: +24.00 Slows Projectiles: +30% Curse of Shrouds Handheld warding devices |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
18 onyx 18 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli 17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 emerald 17 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 garnet 18 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 quartz 16 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 turquoise 18 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 bloodstone 16 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal 16 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond 17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 moonstone 21 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2064 alchemist agate 2064 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
63 alchemist bloodstone 63 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. BrandwildBrandwild Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Con / +7 Wil Changes resistances: +13% blight / +6% lightning Critical mult.: +19.00% Physical save: +16 (+3 eff.) Mental save: +3 (+1 eff.) Confusion immunity: +10% Knockback immunity: +5% Life regen: +6.20 Only die when reaching: -40.00 life Light radius: +4 Healing mod.: +22% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fiery salve [power 46] amazing fiery salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 208% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 208% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 666] amazing healing salve [power 666]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 208% efficiency and 51% cooldown modifier. It can be used to heal 666, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing regeneration salve [power 841] amazing regeneration salve [power 841]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 208% efficiency and 51% cooldown modifier. It can be used to heal 841 over 5 turns, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing unstoppable force salve [power 185] amazing unstoppable force salve [power 185]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 208% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 185 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 208% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
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 90 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 90 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 519.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Samudunarek the Wight Cursed level 38
79th Regrowth 123rd year of Ascendancy at 06:11 see stats
By Samudunarek the Wight Cursed level 22
42nd Haze 122nd year of Ascendancy at 01:10 see stats
By Samudunarek the Wight Cursed level 36
59th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Samudunarek the Wight Cursed level 43
15th Pyre 123rd year of Ascendancy at 17:30 see stats
By Samudunarek the Wight Cursed level 44
19th Pyre 123rd year of Ascendancy at 05:38 see stats
By Samudunarek the Wight Cursed level 19
38th Haze 122nd year of Ascendancy at 03:36 see stats
By Samudunarek the Wight Cursed level 50
35th Dusk 123rd year of Ascendancy at 16:51 see stats
By Samudunarek the Wight Cursed level 41
13rd Pyre 123rd year of Ascendancy at 15:05 see stats
By Samudunarek the Wight Cursed level 38
1st Pyre 123rd year of Ascendancy at 07:58 see stats
By Samudunarek the Wight Cursed level 40
7th Pyre 123rd year of Ascendancy at 10:35 see stats
By Samudunarek the Wight Cursed level 31
33rd Regrowth 123rd year of Ascendancy at 21:20 see stats
By Samudunarek the Wight Cursed level 22
61st Haze 122nd year of Ascendancy at 21:44 see stats
By Samudunarek the Wight Cursed level 40
11st Pyre 123rd year of Ascendancy at 03:46 see stats
By Samudunarek the Wight Cursed level 28
9th Decay 122nd year of Ascendancy at 18:51 see stats
By Samudunarek the Wight Cursed level 50
59th Haze 123rd year of Ascendancy at 05:59 see stats
By Samudunarek the Wight Cursed level 20
38th Haze 122nd year of Ascendancy at 19:11 see stats
By Samudunarek the Wight Cursed level 47
1st Mirth 123rd year of Ascendancy at 15:40 see stats
By Samudunarek the Wight Cursed level 33
55th Regrowth 123rd year of Ascendancy at 01:11 see stats
By Samudunarek the Wight Cursed level 50
57th Haze 123rd year of Ascendancy at 08:06 see stats
By Samudunarek the Wight Cursed level 31
48th Regrowth 123rd year of Ascendancy at 11:12 see stats
By Samudunarek the Wight Cursed level 22
41st Haze 122nd year of Ascendancy at 22:16 see stats
By Samudunarek the Wight Cursed level 45
19th Pyre 123rd year of Ascendancy at 10:15 see stats
By Samudunarek the Wight Cursed level 10
5th Flare 122nd year of Ascendancy at 15:10 see stats
By Samudunarek the Wight Cursed level 20
38th Haze 122nd year of Ascendancy at 17:30 see stats
By Samudunarek the Wight Cursed level 30
14th Regrowth 123rd year of Ascendancy at 06:32 see stats
By Samudunarek the Wight Cursed level 40
7th Pyre 123rd year of Ascendancy at 10:24 see stats
By Samudunarek the Wight Cursed level 50
35th Dusk 123rd year of Ascendancy at 06:00 see stats
By Samudunarek the Wight Cursed level 30
18th Regrowth 123rd year of Ascendancy at 14:56 see stats
By Samudunarek the Wight Cursed level 50
48th Haze 123rd year of Ascendancy at 07:52 see stats
By Samudunarek the Wight Cursed level 50
30th Haze 123rd year of Ascendancy at 09:04 see stats
By Samudunarek the Wight Cursed level 50
55th Dusk 123rd year of Ascendancy at 02:09 see stats
By Samudunarek the Wight Cursed level 14
35th Dusk 122nd year of Ascendancy at 22:13 see stats
By Samudunarek the Wight Cursed level 28
74th Haze 122nd year of Ascendancy at 22:52 see stats
By Samudunarek the Wight Cursed level 24
67th Haze 122nd year of Ascendancy at 14:57 see stats
By Samudunarek the Wight Cursed level 22
52nd Haze 122nd year of Ascendancy at 13:03 see stats
By Samudunarek the Wight Cursed level 41
11st Pyre 123rd year of Ascendancy at 06:00 see stats
By Samudunarek the Wight Cursed level 50
59th Haze 123rd year of Ascendancy at 05:57 see stats
By Samudunarek the Wight Cursed level 22
42nd Haze 122nd year of Ascendancy at 01:10 see stats
By Samudunarek the Wight Cursed level 10
5th Flare 122nd year of Ascendancy at 15:22 see stats
By Samudunarek the Wight Cursed level 22
42nd Haze 122nd year of Ascendancy at 01:10 see stats
By Samudunarek the Wight Cursed level 28
3rd Decay 122nd year of Ascendancy at 06:58 see stats
By Samudunarek the Wight Cursed level 50
59th Haze 123rd year of Ascendancy at 05:59 see stats
By Samudunarek the Wight Cursed level 47
1st Mirth 123rd year of Ascendancy at 11:47 see stats
By Samudunarek the Wight Cursed level 13
14th Dusk 122nd year of Ascendancy at 08:45 see stats
By Samudunarek the Wight Cursed level 46
60th Pyre 123rd year of Ascendancy at 23:36 see stats
By Samudunarek the Wight Cursed level 20
38th Haze 122nd year of Ascendancy at 23:11 see stats
By Samudunarek the Wight Cursed level 12
10th Dusk 122nd year of Ascendancy at 06:44 see stats
By Samudunarek the Wight Cursed level 36
59th Regrowth 123rd year of Ascendancy at 02:32 see stats
Log
Ran for 73 turns (stop reason: at door).
Ran for 3 turns (stop reason: at door).
There is a way to the next level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
There is a way to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
There is a ladder to the next level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
There is a ladder to the next level here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
The rod emits a strange noise, glows briefly and returns to normal.
Samudunarek deactivates Hymn of Shadows.
Samudunarek deactivates Gloom.
Samudunarek deactivates Repel.
Samudunarek deactivates Skate.
Samudunarek deactivates Charged Shield.
Samudunarek deactivates Kinetic Shield.
Samudunarek deactivates Stalk.
Samudunarek deactivates Phased Wyrm.