
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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. |
| Campaign | Infinite |
| Mode | Easy Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 81 / 71% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 116 (base 88) |
| Dexterity | 47 (base 23) |
| Constitution | 120 (base 90) |
| Magic | 109 (base 88) |
| Willpower | 51 (base 31) |
| Cunning | 42 (base 11) |
Resources
| Mana | 625/665 |
| Vim | 443/443 |
| Life | 3418/3418 |
| Positive | 0/270 |
| Stamina | 452/452 |
| Healing Factor | 1.4189655172413 |
| Regeneration | 8.4056207599056 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 11 |
| See Stealth | 71.9055790526 |
| See Invisible | 93.9055790526 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 458 |
| Accuracy | 63 |
| Crit Chance | 55% |
| APR | 48 |
| Speed | 1.20 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 64 |
| Crit Chance | 50% |
| APR | 66 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 127.33608993422 (100%) |
| Defense | 49 |
| Ranged Defense | 59 |
| Fatigue | 25 |
| Physical Save | 66 |
| Spell Save | 61 |
| Mental Save | 48 |
Defense: Resistances
| All | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Pinning Resistance | 48% |
| Confusion Resistance | 94% |
| Fear Resistance | 100% |
| Knockback Resistance | 77% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (6/6)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 970 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 502 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 205 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 12 turns. While Heroism is active, you will only die when reaching -1310 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 46% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.40 |
| 2/5 |
| 1/5 |
| 4/5 |
| 8/5 |
| Corruption / Shadowflame | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 7/5 |
| 5/5 |
| 1/5 |
| 7/5 |
| Technique / Combat veteran | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Heart of Fire | 1.20 |
| 7/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.50 |
| 7/5 |
| 8/5 |
| 8/5 |
| 5/5 |
| Corruption / Brutality | 1.30 |
| 8/5 |
| 1/5 |
| 8/5 |
| 7/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 7/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 7/5 |
| 8/5 |
| Technique / Combat training | 1.60 |
| 7/5 |
| 6/5 |
| 0/5 |
| 6/5 |
| 8/5 |
| 0/5 |
| Corruption / Oppression | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Abyssal Shield |
| talent | Share the Pain |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Eternal Suffering |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -6% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.0)Penalty : Fear of Death: -11% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
| 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 11% 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -1 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+42% chance to avoid traps). Power 4+: Unfortunate End: There is a 33% chance that the damage you deal will increase by 34% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 13 of Infinite Dungeon. Escort: injured seer (level 13 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Infinite Dungeon. Escort: lost anorithil (level 6 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 16 of Infinite Dungeon. Escort: lost sun paladin (level 16 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Infinite Dungeon. Escort: lost warrior (level 3 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Infinite Dungeon. Escort: lost warrior (level 8 of Infinite Dungeon)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 12 of Infinite Dungeon. Escort: repented thief (level 12 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by thief. Escort: repented thief (level 23 of Infinite Dungeon) | failed |
You successfully escorted the repented thief to the recall portal on level 24 of Infinite Dungeon. Escort: repented thief (level 24 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Infinite Dungeon. Escort: repented thief (level 4 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Wake up and kill the dreaming horror boss 'Gyvena the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 35)You completed the challenge and received: Random Artifact: Dawnhue (23.5-32.9 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 26)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27)You completed the challenge and received: Random Artifact: Jetspike (11-15.4 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 47) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 50)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 53)You completed the challenge and received: Random Artifact: Glintbiter (19/19, 55-66 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 60) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 67)You completed the challenge and received: Random Artifact: Cyrimira | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 70)You completed the challenge and received: Random Artifact: Flashbreaker (Nightmares) (8 def, 50 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 72)You completed the challenge and received: Random Artifact: Kindlekiss (Shrouds) (24 def, 26 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 80)You completed the challenge and received: Random Artifact: Lightstriker (Shrouds) (3 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83)You completed the challenge and received: Random Artifact: Eclipsebraid (Madness) (4 def, 7 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85)You completed the challenge and received: Random Artifact: Brightquake (Misfortune) (59.5-95.2 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 89)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 90)You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 87)You completed the challenge and received: Random Artifact: Weepmark (Misfortune) (38-49.4 power, 9 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 52)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 57)You completed the challenge and received: Random Artifact: Cystrace (0 def, 3 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 59)You completed the challenge and received: Random Artifact: Murkfurnace (Corpses) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 73)You completed the challenge and received: Random Artifact: Iviriarin (Corpses) (34-40.8 power, 6 apr, temporal element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 91)You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 34) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 39) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 49) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 55) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 77) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 84) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 88) | failed |
Leave the level in less than 138 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (138) (Level 37)Turns left: 12 You completed the challenge and received: Random Artifact: Dagikath (13.5-14.85 power, 32 apr, nature damage) | done |
Leave the level in less than 324 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (324) (Level 74)Turns left: -1 | failed |
Leave the level in less than 390 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (390) (Level 45)Turns left: 98 You completed the challenge and received: Random Artifact: Glintraven | done |
Leave the level in less than 447 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (447) (Level 81)Turns left: -1 | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Beradodar the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour) Beradodar the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +6 Wil / +2 Cun / +15 Con Changes resistances penetration: +15% blight / +10% physical / +15% mind Changes damage: +10% physical Equilibrium when hit: +0.12 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +8 (+2 eff.) Size category: +1 Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | nightwalker's dwarven lantern of clarity nightwalker's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil Critical mult.: +20.00% Mental save: +15 (+5 eff.) Light radius: +4 See stealth: +21 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Gorewreck' (Misfortune) (8 def, 14 armour) voratun helm 'Gorewreck' (Misfortune) (8 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun Changes resistances: +15% acid / +15% temporal / +30% lightning / +15% fire / +15% cold / +7% all Changes resistances penetration: +15% mind Changes damage: +6% mind Critical mult.: +5.00% Physical save: +15 (+3 eff.) Mental save: +6 (+2 eff.) Psi when hit: +0.08 Mental crit. chance: +1% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Betythra (Misfortune) (13 def, 11 armour) Betythra (Misfortune) (13 def, 11 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +11 Defense: +13 (+4 eff.) Ranged Defense: +13 (+3 eff.) Changes stats: +4 Dex / +6 Mag Changes resistances penetration: +20% physical Changes damage: +11% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +9.00% Maximum life: +50.00 Maximum hate: +10.00 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Phlegmwasp [power 118] (14 cooldown) Phlegmwasp [power 118] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Talent cooldown: Volcano (-2 turns) Talents granted: +5 Void Blast +5 Volcano Mental save: +13 (+4 eff.) Stun/Freeze immunity: +15% Only die when reaching: -100.00 life Maximum vim: +20.00 Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to disarm traps (118 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of the War Master (Corpses) Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | sneakthief's gold ring of the mountain (+16%) (Corpses) sneakthief's gold ring of the mountain (+16%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +4 Dex Changes resistances: +16% physical Changes damage: +16% physical Curse of Corpses Rings can have magical properties. |
| Around neck | Haredunadir (Misfortune) Haredunadir (Misfortune)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Changes stats: +2 Str Changes resistances: +30% lightning / +30% temporal Critical mult.: +15.00% Mental save: +20 (+7 eff.) Blindness immunity: +37% Pinning immunity: +48% Stun/Freeze immunity: +50% Knockback immunity: +47% Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +10.00 Maximum vim: +20.00 Infravision radius: +8 Sight radius: +2 See invisible: +15 Curse of Misfortune Amulets can have magical properties. |
| In main hand | Blighted Maul (Corpses) (96-144 power, 22 apr) Blighted Maul (Corpses) (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: 50% Mag, 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 293.88 to 881.64 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Corpses It can be used to knock away other craatures within radius 4), dealing 747.34 to 1494.68 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. |
| Around waist | Balilach the Lightningsage (Misfortune) Balilach the Lightningsage (Misfortune)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +13 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +5 Cun / +5 Dex Changes resistances: +5% arcane Changes resistances penetration: +28% arcane Changes damage: +6% arcane / +9% lightning Critical mult.: +11.00% Spell save: +11 (+3 eff.) Mental crit. chance: +10% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
| In off hand | living mindstar of sand (Madness) (16-17.6 power, 40 apr, mind damage) living mindstar of sand (Madness) (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 sand should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades 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): 14 physical Changes resistances: +17% physical Changes resistances penetration: +20% physical Changes damage: +20% physical Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Madness It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | elven-silk cloak 'Silynne' (Corpses) (9 def, 0 armour) elven-silk cloak 'Silynne' (Corpses) (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +9 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Str / +4 Con Changes resistances: +6% lightning / +20% light / +6% mind / +28% fire / +5% arcane / +3% cold Critical mult.: +24.00% Stealth bonus: +19 Physical save: +11 (+2 eff.) Maximum life: +72.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Black Plate (Shrouds) (25 def, 35 armour) The Black Plate (Shrouds) (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. Curse of Shrouds It can be used to activate talent Link of Pain (costing 14 power out of 15/15) : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
heroism infusion of the warrior (+29 for 13 turns, die at -1310) heroism infusion of the warrior (+29 for 13 turns, die at -1310)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 13 turns. While Heroism is active, you will only die when reaching -1310 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1071% speed; 8 turns) movement infusion of the wizard (1071% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1071% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1079% speed; 7 turns) movement infusion of the wizard (1079% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1079% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 599 over 5 turns) regeneration infusion of the wizard (heal 599 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 599 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 25%; cure mental, physical) wild infusion (resist 25%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure physical) wild infusion (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 26%; cure mental, physical) wild infusion (resist 26%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 24%; cure magical) wild infusion of the sneak (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 449 for 5 turns) shielding rune (absorb 449 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 449 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 193) teleportation rune of the titan (range 193)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 193 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome 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 889 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. |
Vox (Nightmares) Vox (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Nightmares No force can hope to silence the wearer of this amulet. |
voratun amulet 'Cracklequencher' (Shrouds) voratun amulet 'Cracklequencher' (Shrouds)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 lightning / 8 temporal Changes stats: +6 Mag / +6 Con Changes resistances penetration: +20% mind Changes damage: +6% acid / +8% lightning / +8% fire / +9% mind / +8% cold Talent masteries: +0.37 Spell / Staff combat +0.37 Technique / Combat training Physical save: +19 (+4 eff.) Life regen: +3.00 Maximum life: +80.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Shrouds Amulets can have magical properties. |
voratun amulet 'Xerubrekira' (Shrouds) voratun amulet 'Xerubrekira' (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +4 Wil / +10 Cun / +10 Con Changes resistances: +9% blight / +6% arcane / +24% mind / +27% acid Spell save: +9 (+2 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +75% Life regen: +1.20 Stamina each turn: +1.20 Mindpower: +15 (+4 eff.) Movement speed: +10% Curse of Shrouds Amulets can have magical properties. |
wanderer's gold amulet of soulsearing (Nightmares) wanderer's gold amulet of soulsearing (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +6 Cun / +6 Con Changes damage: +8% blight / +11% fire Critical mult.: +15.00% Life regen: +1.10 Stamina each turn: +1.10 Spellpower: +10 (+2 eff.) Movement speed: +10% Curse of Nightmares Amulets can have magical properties. |
wanderer's voratun amulet of soulsearing (Shrouds) wanderer's voratun amulet of soulsearing (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +10 Cun / +9 Con Changes damage: +15% blight / +14% fire Critical mult.: +20.00% Life regen: +1.30 Stamina each turn: +0.80 Spellpower: +15 (+3 eff.) Movement speed: +10% Curse of Shrouds Amulets can have magical properties. |
wanderer's voratun amulet of willpower (+10) (Shrouds) wanderer's voratun amulet of willpower (+10) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Wil / +10 Cun / +10 Con Life regen: +1.30 Stamina each turn: +1.50 Movement speed: +10% Curse of Shrouds Amulets can have magical properties. |
Ce'Nygavea (Misfortune) Ce'Nygavea (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 27% chance to disease Damage when hit (Melee): 20 acid Changes stats: +6 Str / +11 Dex / +4 Con Changes damage: +12% acid Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Light radius: +4 Curse of Misfortune Rings can have magical properties. |
Eilinusevena (Shrouds) Eilinusevena (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +13 Wil Changes resistances: +1% physical / +6% darkness / +9% cold Blindness immunity: +25% Cut immunity: +10% Disarm immunity: +50% Pinning immunity: +52% Stun/Freeze immunity: +50% Knockback immunity: +50% Life regen: +4.80 Maximum life: +50.00 Spellpower: +15 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
Shockserpent (Shrouds) Shockserpent (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes stats: +5 Con Changes resistances: +28% acid Changes resistances penetration: +10% lightning Changes damage: +14% acid Only die when reaching: -80.00 life Maximum life: +40.00 Maximum stamina: +10.00 Curse of Shrouds Rings can have magical properties. |
Woeire the gold ring (Corpses) Woeire the gold ring (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +7 Wil / +3 Con Changes resistances penetration: +10% darkness Changes damage: +3% arcane / +6% darkness Physical save: +10 (+2 eff.) Spell save: +19 (+5 eff.) Mental save: +12 (+4 eff.) Vim when firing critical spell: +1.00 Maximum mana: +20.00 Maximum stamina: +19.00 Spellpower: +8 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Rings can have magical properties. |
gold ring of life (Madness) gold ring of life (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +1.40 Maximum life: +76.00 Healing mod.: +20% Curse of Madness Rings can have magical properties. |
painweaver's gold ring of life (Nightmares) painweaver's gold ring of life (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Changes damage: +7% all Life regen: +1.40 Maximum life: +73.00 Spellpower: +14 (+3 eff.) Mindpower: +13 (+4 eff.) Healing mod.: +22% Curse of Nightmares Rings can have magical properties. |
painweaver's voratun ring (Corpses) painweaver's voratun ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Changes damage: +8% all Spellpower: +19 (+4 eff.) Mindpower: +20 (+6 eff.) Curse of Corpses Rings can have magical properties. |
sneakthief's gold ring of life (Shrouds) sneakthief's gold ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +1.40 Maximum life: +76.00 Healing mod.: +21% Curse of Shrouds Rings can have magical properties. |
Eilinirin the Lightwrest (Corpses) (67-100.5 power, 4 apr) Eilinirin the Lightwrest (Corpses) (67-100.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 blight / +42 cold When wielded/worn: Armour penetration: +42 Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +30% mind / +39% physical Changes damage: +41% physical Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Light radius: +3 Curse of Corpses Massive two-handed mauls. |
balanced voratun greatmaul of ruin (Corpses) (67-100.5 power, 4 apr) balanced voratun greatmaul of ruin (Corpses) (67-100.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +21 Physical crit. chance: +16.0% Defense: +14 (+4 eff.) Critical mult.: +24.00% Disarm immunity: +52% Curse of Corpses Massive two-handed mauls. This item has been sent to the Item's Vault. |
stralite greatmaul 'Sootroar' (Corpses) (69.5-104.25 power, 3 apr) stralite greatmaul 'Sootroar' (Corpses) (69.5-104.25 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 69.5 - 104.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 darkness Changes resistances penetration: +15% darkness / +19% physical Changes damage: +3% darkness Light radius: +1 Curse of Corpses Massive two-handed mauls. |
thunderous voratun greatmaul of nature (Corpses) (68.5-102.75 power, 4 apr) thunderous voratun greatmaul of nature (Corpses) (68.5-102.75 power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 50% Mag, 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: * 49% chance to daze at end of turn When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +3 Wil / +6 Cun / +6 Con Changes resistances: +14% all Changes resistances penetration: +17% nature / +20% lightning Curse of Corpses Massive two-handed mauls. |
voratun greatmaul 'Kilntyphoon' (Shrouds) (68-102 power, 4 apr) voratun greatmaul 'Kilntyphoon' (Shrouds) (68-102 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 50% Mag, 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: * 49% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +16 blight When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +21.0% Defense: +21 (+7 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Str / +5 Dex / +6 Mag / +12 Wil / +6 Cun / +2 Con Changes resistances penetration: +17% lightning Changes damage: +3% fire Disarm immunity: +64% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Curse of Shrouds Massive two-handed mauls. |
Aerogadurek the Viperstriker (Misfortune) (80-128 power, 4 apr) Aerogadurek the Viperstriker (Misfortune) (80-128 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 58% Damage (Melee): +28 temporal / +28 nature When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +22 Armour: +6 Changes stats: +4 Str Changes resistances penetration: +12% physical Curse of Misfortune Massive two-handed swords. |
Dethblyd (Corpses) (70-112 power, 18 apr) Dethblyd (Corpses) (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Corpses Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Xanydawen the Treeblight (Shrouds) (61.5-98.4 power, 25 apr) Xanydawen the Treeblight (Shrouds) (61.5-98.4 power, 25 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage Shield penetration (this weapon only): +69% When wielded/worn: Armour penetration: +21 Effects on melee hit: * Slows global speed by 45% * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes resistances penetration: +21% darkness / +21% physical / +15% arcane / +21% mind Changes damage: +9% nature / +21% physical Curse of Shrouds Massive two-handed swords. |
flaming voratun greatsword of massacre (Corpses) (86-137.6 power, 4 apr) flaming voratun greatsword of massacre (Corpses) (86-137.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 86.0 - 137.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire Curse of Corpses Massive two-handed swords. |
quick voratun greatsword of shearing (Nightmares) (63-100.8 power, 4 apr) quick voratun greatsword of shearing (Nightmares) (63-100.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +21 Changes stats: +9 Dex Changes resistances penetration: +19% physical Changes damage: +21% physical Curse of Nightmares Massive two-handed swords. |
hateful living mindstar of sand (Misfortune) (16-17.6 power, 40 apr, mind damage) hateful living mindstar of sand (Misfortune) (16-17.6 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 sand should be returned to the wyrm. This psionic mindstar hates not to be wrathful. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades 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): 16 physical Changes resistances: +20% physical Changes resistances penetration: +20% physical / +15% mind / +15% darkness Changes damage: +20% physical / +25% mind / +25% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying living mindstar of sand (Shrouds) (16.5-18.15 power, 40 apr, mind damage) horrifying living mindstar of sand (Shrouds) (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades 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): 19 physical / 10 mind / 10 darkness Changes resistances: +20% physical Changes resistances penetration: +14% physical Changes damage: +17% physical / +9% mind / +10% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic living mindstar of sand (Nightmares) (18-19.8 power, 40 apr, nature damage) parasitic living mindstar of sand (Nightmares) (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades 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 physical Changes resistances: +20% physical Changes resistances penetration: +20% physical Changes damage: +12% physical Hate when firing a critical mind attack: +4.00 Maximum hate: +25.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +23% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic pulsing mindstar of flames (Nightmares) (12-13.2 power, 32 apr, mind damage) parasitic pulsing mindstar of flames (Nightmares) (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 fire should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades 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 fire Changes resistances: +12% fire Changes resistances penetration: +17% fire Changes damage: +17% fire Hate when firing a critical mind attack: +5.00 Maximum hate: +21.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Life leech chance: +7% Life leech: +21% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of sand (Misfortune) (8-8.8 power, 24 apr, mind damage) resonating thorny mindstar of sand (Misfortune) (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +5% mind / +11% physical Changes resistances penetration: +6% mind / +12% physical Changes damage: +7% mind / +14% physical Psi when hit: +1.60 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +17% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Legacy of the Naloren (Nightmares) (84-117.6 power, 20 apr) Legacy of the Naloren (Nightmares) (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Nightmares It can be used to activate talent Implode (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 2 turns and dealing 104.3 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Gloryra the Pusstriker (Shrouds) Gloryra the Pusstriker (Shrouds)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 8 arcane / 12 nature Changes stats: +6 Mag / +6 Wil Changes resistances: +22% lightning / +12% temporal / +12% darkness / +10% fire / +10% cold / +10% acid Changes resistances penetration: +5% arcane / +5% nature Changes damage: +3% darkness / +3% arcane Spell crit. chance: +5% Curse of Shrouds A belt that goes around your waist. |
Layiyavea the Flashblow (Shrouds) Layiyavea the Flashblow (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Armour: +37 Defense: +24 (+8 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str / +2 Dex / +5 Wil Changes damage: +6% fire Physical save: +20 (+5 eff.) Mental save: +14 (+5 eff.) Maximum life: +107.00 Curse of Shrouds It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
ravager's drakeskin leather belt of dampening (Corpses) ravager's drakeskin leather belt of dampening (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +9% acid / +8% fire / +9% lightning / +10% cold Changes resistances penetration: +20% physical Changes damage: +23% physical Curse of Corpses A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of shielding (Nightmares) spiritwalker's drakeskin leather belt of shielding (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes stats: +6 Mag Mana each turn: +0.60 Maximum mana: +47.00 Curse of Nightmares It can be used to create a temporary shield that absorbs 320 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
spiritwalker's hardened leather belt of containment (Misfortune) spiritwalker's hardened leather belt of containment (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.35 Maximum life: +74.00 Maximum mana: +82.00 Maximum stamina: +49.00 Maximum hate: +15.00 Maximum psi: +27.00 Maximum vim: +29.00 Maximum pos.energy: +32.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +14 Curse of Misfortune A belt that goes around your waist. |
Armobers the elven-silk cloak (Nightmares) (3 def, 14 armour) Armobers the elven-silk cloak (Nightmares) (3 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +15 Armour: +14 Defense: +3 (+1 eff.) Changes resistances: +15% blight / +18% cold / +9% mind Critical mult.: +30.00% Stealth bonus: +12 Physical save: +55 (+13 eff.) Spell save: +9 (+2 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +20% Poison immunity: +15% Knockback immunity: +25% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barelathagorn (Misfortune) (0 def, 4 armour) Barelathagorn (Misfortune) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +4 Str / +2 Dex / +4 Cun / +4 Con Critical mult.: +20.00% Physical save: +19 (+4 eff.) Mental save: +19 (+6 eff.) Mental crit. chance: +3% See invisible: +12 Heals friendly targets nearby when you use a nature summon: +40 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shimmerhunter (Madness) (0 def, 3 armour) Shimmerhunter (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes stats: +6 Str / +7 Con Changes resistances: +27% acid / +9% lightning Changes resistances penetration: +25% lightning / +20% acid Changes damage: +8% physical Size category: +1 Curse of Madness It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of massiveness (Corpses) (0 def, 3 armour) blood-soaked pair of hardened leather boots of massiveness (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +5 Con Changes damage: +7% physical Size category: +1 Curse of Corpses It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of spellbinding (Corpses) (0 def, 4 armour) undeterred pair of dwarven-steel boots of spellbinding (Corpses) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Spell save: +4 (+1 eff.) Silence immunity: +30% Confusion immunity: +25% Stun/Freeze immunity: +37% Lowers spell cool-downs by: 10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Alydodan the Glowvile (Shrouds) (0 def, 9 armour) Alydodan the Glowvile (Shrouds) (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Armour: +9 Damage when hit (Melee): 12 acid / 8 mind Changes stats: +5 Str / +9 Dex / +5 Wil / +9 Cun / +5 Con Changes resistances: +6% light Talent mastery: +0.20 Technique / Grappling Mental save: +15 (+5 eff.) Disarm immunity: +47% Maximum life: +66.00 Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Toruromitar the Scumbright (Nightmares) (0 def, 11 armour) Toruromitar the Scumbright (Nightmares) (0 def, 11 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Cun / +6 Mag Changes resistances: +12% lightning / +17% light / +18% cold / +6% mind / +10% darkness Changes damage: +6% nature Physical save: +40 (+10 eff.) Disarm immunity: +10% Infravision radius: +2 Curse of Nightmares It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 71.62 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of war-making (Shrouds) (0 def, 3 armour) brawler's drakeskin leather gloves of war-making (Shrouds) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +14 (+3 eff.) Spell crit. chance: +20% Mental crit. chance: +20% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive dwarven-steel gauntlets of war-making (Nightmares) (0 def, 2 armour) corrosive dwarven-steel gauntlets of war-making (Nightmares) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Damage (Melee): 7 acid Changes resistances: +7% acid Changes damage: +6% acid Critical mult.: +8.00% Spell crit. chance: +10% Mental crit. chance: +7% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of the juggernaut (Corpses) (0 def, 7 armour) heroic hardened leather gloves of the juggernaut (Corpses) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Con Physical save: +22 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +38% Maximum life: +64.00 Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of magic (+15) (Misfortune) (0 def, 23 armour) stone warden's voratun gauntlets of magic (+15) (Misfortune) (0 def, 23 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +12% Changes stats: +4 Mag / +15 Con Changes resistances: +10% physical Changes damage: +6% arcane Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Plaguesting (Misfortune) (0 def, 5 armour) Plaguesting (Misfortune) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 12 darkness / 12 nature Changes stats: +4 Str / +5 Con Changes resistances: +24% nature / +3% darkness Changes damage: +9% fire / +6% nature / +6% darkness Spell save: +10 (+2 eff.) Stamina when hit: +3.00 Equilibrium when hit: +1.20 Maximum life: +106.00 Healing mod.: +30% Curse of Misfortune A cap made of leather. |
Unryzor (Nightmares) (0 def, 3 armour) Unryzor (Nightmares) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +2 Mag / +5 Wil / +11 Con Changes resistances: +9% mind / +11% physical Changes resistances penetration: +10% arcane Physical save: +22 (+5 eff.) Mental save: +11 (+4 eff.) Mana each turn: +0.20 Spell crit. chance: +4% Damage Shield penetration: +20% Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 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 18 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 cap made of leather. |
fearwoven elven-silk wizard hat of knowledge (Madness) (3 def, 0 armour) fearwoven elven-silk wizard hat of knowledge (Madness) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +12% darkness / +17% physical Changes damage: +20% darkness / +17% physical Maximum hate: +14.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Curse of Madness A pointy cloth hat, very wizardly... |
fortifying voratun plate armour of Eyal (Madness) (9 def, 16 armour) fortifying voratun plate armour of Eyal (Madness) (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Life regen: +4.00 Maximum life: +199.00 Healing mod.: +27% Curse of Madness A suit of armour made of metal plates. |
1117 alchemist agate 1117 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
37 onyx 37 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 lapis lazuli 29 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 sapphire 27 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isoleda the Singewyrd (dig speed 15 turns) Isoleda the Singewyrd (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes resistances: +12% darkness Changes damage: +12% fire Critical mult.: +12.00% Spell save: +9 (+2 eff.) Cut immunity: +25% Silence immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 23 turns) dwarven-steel pickaxe of quickening (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
44 emerald 44 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 jade 19 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
31 turquoise 31 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's dwarven lantern of illusion nightwalker's dwarven lantern of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +7 Wil Critical mult.: +17.00% Physical save: +19 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +18 (+6 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
39 bloodstone 39 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
34 fire opal 34 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
30 garnet 30 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
43 ruby 43 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Hanodundil the stralite torque of mindblast [power 301] (6 cooldown) Hanodundil the stralite torque of mindblast [power 301] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +2% physical / +9% fire / +6% temporal Changes damage: +3% arcane Talent granted: +4 Telekinetic Blast Critical mult.: +20.00% Cut immunity: +10% Silence immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +5% It can be used to fire a blast of psionic energies in a range 8 beam dealing 150.50 to 301.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Pusstun the elven-wood totem of thorny skin [power 56] (18 cooldown) Pusstun the elven-wood totem of thorny skin [power 56] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to daze at end of turn Damage when hit (Melee): 16 nature Changes resistances penetration: +15% lightning Changes damage: +3% nature Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of thorny skin [power 86] (23 cooldown) overpowered yew totem of thorny skin [power 86] (23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 86 and armour hardiness by 50%, putting all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
21 diamond 21 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 moonstone 26 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 pearl 25 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
38 quartz 38 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 amber 19 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You gain 0.65 gold from the transmogrification of teleportation rune (range 103).
You gain 2.37 gold from the transmogrification of shielding rune (absorb 458 for 8 turns).
You gain 2.95 gold from the transmogrification of phase door rune (range 14; power 35; dur 8).
You gain 3.40 gold from the transmogrification of lightning rune of the sneak (521 lightning damage).
You gain 2.90 gold from the transmogrification of lightning rune (414 lightning damage).
You gain 1.52 gold from the transmogrification of biting gale rune (82 cold damage; freeze 3 turns with power 21).
You gain 1.69 gold from the transmogrification of biting gale rune (113 cold damage; freeze 3 turns with power 22).
You gain 2.23 gold from the transmogrification of acid wave rune (221 acid damage; disarm 5 turns with power 22).
You gain 0.67 gold from the transmogrification of sun infusion (rad 10; power 22; turns 4; dispels darkness).
Quest 'Infinite Dungeon Challenge: Near Sighted (Level 91)' is done! (Press 'j' to see the quest log)
SoEasyMaybe? has received: +1 Generic Point.
Quest 'Infinite Dungeon Challenge: Near Sighted (Level 91)' completed! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
SoEasyMaybe? deactivates Abyssal Shield.
SoEasyMaybe? activates Abyssal Shield.
SoEasyMaybe? deactivates Eternal Suffering.
SoEasyMaybe? activates Eternal Suffering.
SoEasyMaybe? deactivates Premonition.
SoEasyMaybe? activates Premonition.
SoEasyMaybe? deactivates Chant of Fortress.
SoEasyMaybe? activates Chant of Fortress.
SoEasyMaybe? deactivates Share the Pain.
SoEasyMaybe? activates Share the Pain.
Saving game...
Saving done.
SoEasyMaybe? deactivates Chant of Fortress.
SoEasyMaybe? deactivates Abyssal Shield.
SoEasyMaybe? deactivates Premonition.
SoEasyMaybe? deactivates Eternal Suffering.
SoEasyMaybe? deactivates Share the Pain.
