












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. |
| Campaign | Infinite |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Layolle the ghoulish rat at level 24 on the 6th Dusk 122nd year of Ascendancy at 17:52 / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 30 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 60 (base 36) |
| Willpower | 56 (base 36) |
| Cunning | 65 (base 36) |
Resources
| Hate | 102/102 |
| Mana | 438/468 |
| Negative | 84/119 |
| Psi | 29/354 |
| Life | -19/478 |
| Paradox | 341 |
| Stamina | 269/284 |
| Soul | 12/12 |
| Healing Factor | 1.772941519274 |
| Regeneration | 59.301275194894 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20.000000000004% |
| Spell | +3.9079850466806E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 12 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 33 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 33 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 34% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +14% |
| Mind | +6% |
| All | 0% |
| Darkness | 0% |
| Light | +30% |
| Temporal | +6% |
| Physical | +5% |
| Cold | +12% |
| Fire | +11% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +15% |
| Blight | +20% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.831784070159 (63.400974002373%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 6.1710401681608 |
| Physical Save | 35.4 |
| Spell Save | 39.4 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 70%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 23%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 25% |
| Confusion Resistance | 0% |
| Pinning Resistance | 24% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Hatred | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Dirges | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is regenerating health Dirge of Famine |
Quests
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 14): Mirror Match | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 16): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
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
| Psionic focus | dragonbone starstaff 'Issoyalach' (Madness) (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +18 Mag / +20 Wil / +20 Cun Changes resistances: +9% lightning / +15% light Changes resistances penetration: +15% light Changes damage: +30% light Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Disease immunity: +20% Cut immunity: +25% Silence immunity: +10% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Healing mod.: +10% Reduces paradox anomalies(equivalent to willpower): +15 Curse of Madness Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
| Quiver | pouch of steel shots 'Porewen' (16/16, 121% power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 20% chance to slow global speed by 53% * 10% chance to reduce all saves and defense by 26 Damage (Ranged): +4 mind / +8 cold Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +7 cold Shots are used with slings to pummel your foes to death. |
| On hands | Beogarab (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +4 Mag Changes damage: +5% arcane / +6% temporal When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +4 arcane Damage (radius 2) on crit: +9 arcane Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | dwarven lantern 'Salotha'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% mind Psi when hit: +0.04 Maximum life: +45.00 Mental crit. chance: +2% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Tidenigh' (Misfortune) (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +11 Fatigue: +5% Changes stats: +4 Str / +14 Dex / +2 Mag / +5 Cun Changes resistances: +25% darkness / +3% physical Changes resistances penetration: +20% blight / +10% cold Infravision radius: +12 Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On feet | pair of voratun boots 'Scabwire' (Madness) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 25% chance to slow global speed by 53% Damage when hit (Melee): 6 fire Changes resistances: +3% acid / +6% light / +9% blight / +14% cold / +18% fire Changes damage: +6% nature Spell save: +9 (+2 eff.) Life regen: +6.00 Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Healing mod.: +20% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Tool | Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | Flashreeve the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +6% light / +22% fire Changes damage: +11% fire Spellpower: +15 (+4 eff.) Light radius: +1 Damage Shield penetration: +10% Rings make your fingers look great! |
| On fingers | steel ring 'Brodedurim'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) Changes resistances: +6% temporal / +24% cold Changes damage: +12% cold Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +22.00 Maximum hate: +2.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Harendil the steel amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Dex / +4 Cun / +5 Con Changes resistances: +9% blight / +3% fire Physical save: +10 (+4 eff.) Spell save: +11 (+2 eff.) Mental save: +12 (+5 eff.) Life regen: +4.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
| In main hand | coruscating stralite shield (Madness) (0 def, 8 armour, 163% power, 143 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 163% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +143 Damage (Melee): +10 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 12 fire Changes stats: +2 Str Changes resistances: +13% fire Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
| Around waist | Cyrana the drakeskin leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +5% arcane Changes resistances penetration: +15% acid Changes damage: +9% arcane Life regen: +2.40 Healing mod.: +25% Curse of Nightmares A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (Madness) (9 def, 10 armour, 128% power, 60 block)Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 128% Range: 1.4x Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Wrap of Stone (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) Curse of Madness It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 114.87 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | drakeskin leather armour 'Hathilazor' (Shrouds) (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes resistances: +30% cold / +6% arcane / +10% physical Changes damage: +6% blight Physical save: +21 (+6 eff.) Life regen: +11.00 Mana each turn: +0.20 Vim when firing critical spell: +2.48 Maximum life: +67.00 Spell crit. chance: +4% Healing mod.: +16% Curse of Shrouds A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the duelist (die at -226; dur 5; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -226 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 452 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 592%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 451%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 465%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 471%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the sneak (heal 492; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 162; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 189; dur 3; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 3 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 spell talent. |
shielding rune of the duelist (absorb 209; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 209 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 315; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.Chalulesin the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Changes stats: +4 Str / +2 Dex / +4 Con Maximum psi: +20.00 Amulets make your neck look great! |
CyrathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Dex / +3 Mag / +2 Wil Spell save: +3 (+1 eff.) Amulets make your neck look great! |
Xybrevea the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +9% mind Talent mastery: +0.14 Technique / Unarmed training Poison immunity: +20% Life regen: +4.00 Maximum psi: +40.00 Amulets make your neck look great! |
copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Galle'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +2 Cun Changes resistances: +11% blight / +3% acid Changes damage: +11% blight Critical mult.: +5.00% Mindpower: +20 (+7 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.gold ring 'Polawen' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +4 Str / +2 Dex / +3 Cun Critical mult.: +15.00% Silence immunity: +22% Mana each turn: +0.15 Rings make your fingers look great! |
psionicist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Tideobsidian (Madness) (125% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 53% When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +4 Cun Changes damage: +6% mind Mental save: +18 (+7 eff.) Psi when hit: +0.08 Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel battleaxe of erosion (Madness) (125% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel battleaxe of massacre (Corpses) (139% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
Swordbreaker (Misfortune) (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Misfortune This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. This item has been sent to the Item's Vault. |
Unerring Scalpel (Corpses) (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.acidic voratun dagger of erosion (Shrouds) (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Damage (Melee): +8 nature Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel dagger (Corpses) (101% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): +5 blight When wielded/worn: Disease immunity: +10% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged steel dagger of massacre (Nightmares) (120% power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 26 Damage (Melee): +7 mind When wielded/worn: Changes stats: +3 Cun / +1 Wil Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking steel dagger (Misfortune) (104% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +6 Changes resistances penetration: +7% physical Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Xerith the steel greatmaul (Misfortune) (128% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +23 darkness Damage against: +24% Living When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +6 Defense: +12 (+4 eff.) Changes resistances: +6% mind Disarm immunity: +28% Life regen: +4.00 Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.arcing steel longsword of erosion (Nightmares) (114% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage Damage (Melee): +7 nature Curse of Nightmares Sharp, long, and deadly. |
Eye of Winter (Corpses) (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level.mossy mindstar 'Mireminister' (Shrouds) (72% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +5.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +5 Str / +2 Con Changes resistances: +12% cold Talent granted: +1 Attune Mindstar Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (Madness) (117% power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% Curse of Madness This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level.cruel ash vilestaff (Corpses) (111% power, 3 apr, blight element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering ash vilestaff (Shrouds) (111% power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew magestaff (Misfortune) (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +41.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Stormlash (Misfortune) (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning Curse of Misfortune It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.00 to 60.00 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
This item will automatically be transmogrified when you leave the level.Salonor (Corpses) Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +8 Mag Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Critical mult.: +5.00% Maximum encumbrance: +36 Mana each turn: +0.28 Maximum mana: +59.00 Mindpower: +10 (+4 eff.) Curse of Corpses A belt that goes around your waist. |
Toranarirak the rough leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +19 (+7 eff.) Changes stats: +4 Cun Changes resistances penetration: +10% physical Stealth bonus: +6 Curse of Shrouds A belt that goes around your waist. |
balancing rough leather belt of the giants (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Spell save: +5 (+1 eff.) Mental crit. chance: +5% Size category: +1 Curse of Madness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Lisyth' (Nightmares) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +2 Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Mental save: +8 (+3 eff.) Spellpower: +6 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe (Shrouds) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +11% all Mana each turn: +0.19 Psi each turn: +0.17 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering woollen robe of blight (+12%) (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% blight / +9% all Changes damage: +12% blight / +15% arcane Maximum mana: +25.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of the mountain (+10%) (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +10% physical Changes damage: +10% physical Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots (Misfortune) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Curse of Misfortune A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of dexterity (+2) (Corpses) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Dex When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of magic (+3) (Nightmares) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 arcane Damage (radius 2) on crit: +7 arcane Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat (Shrouds) (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.iron helm of knowledge (Misfortune) (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Mindpower: +4 (+2 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rough leather cap of strength (+3) (Madness) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of spell shielding (Corpses) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +6% arcane Spell save: +10 (+2 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour of stability (Corpses) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +11 (+4 eff.) Life regen: +2.20 Stamina each turn: +0.60 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing cured leather armour of resilience (Corpses) (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +13% nature / +11% blight Maximum life: +20.00 Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour (Shrouds) (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +11% light / +12% darkness Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of spell shielding (Madness) (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +6% arcane / +12% light / +11% darkness Spell save: +14 (+3 eff.) Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather armour of command (Nightmares) (9 def, 6 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +10 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Dazzlesear the steel plate armour (Misfortune) (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +16% Changes resistances: +16% temporal / +6% light / +6% physical Changes damage: +12% light / +3% temporal Physical save: +19 (+6 eff.) Curse of Misfortune A suit of armour made of metal plates. |
Bindings of Eternal Night (Misfortune) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Misfortune Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Bindings of Eternal Night (Shrouds) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Ivota (Misfortune) (0 def, 4 armour, 110% power, 40 block)Requires: - Shield usage training - Cunning 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +32% cold Maximum wards: +4 lightning / +4 temporal / +4 darkness / +4 fire / +4 nature / +3 blight / +4 cold / +3 arcane / +4 light Talents granted: +1 Ward +1 Block Stamina each turn: +2.00 Curse of Misfortune Handheld deflection devices. |
Thunderbone (Shrouds) (0 def, 2 armour, 93% power, 15.5 block)Requires: - Shield usage training - Cunning 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 93% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +16 On weapon hit: * 10% chance to reduce all saves and defense by 26 Damage (Melee): +4 temporal When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 1 lightning Changes resistances: +6% lightning Changes resistances penetration: +5% mind Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
319 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Myhell (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Pinning immunity: +10% Knockback immunity: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level.bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
thought-forged pouch of iron shots of erosion (13/13, 113% power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 Turns elapse between self-loadings: 6 On weapon hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): +5 nature / +6 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.soothing steel torque of gale force [power 170] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Crackleseam [power 182] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 8 lightning Changes resistances penetration: +25% temporal Changes damage: +15% lightning It can be used to sting an enemy dealing 193 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.ash totem of summon tentacle [power 145] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 309 Base Damage: 157 Armor: 12 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 88 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
This item will automatically be transmogrified when you leave the level.Wintertide the ash wand of shielding [power 194] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Wil / +6 Con Changes damage: +12% mind / +9% cold It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 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. |
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. |
2 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Feldspar the Cornac Adventurer level 16
9th Mirth 122nd year of Ascendancy at 21:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Feldspar the Cornac Adventurer level 23
1st Dusk 122nd year of Ascendancy at 13:34 see stats
Infinite x10 (Insane (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Feldspar the Cornac Adventurer level 13
6th Mirth 122nd year of Ascendancy at 15:38 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Feldspar the Cornac Adventurer level 23
2nd Dusk 122nd year of Ascendancy at 16:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Feldspar the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 04:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Feldspar the Cornac Adventurer level 20
7th Flare 122nd year of Ascendancy at 15:14 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Feldspar the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 18:40 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Feldspar the Cornac Adventurer level 23
2nd Dusk 122nd year of Ascendancy at 01:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Feldspar the Cornac Adventurer level 15
8th Mirth 122nd year of Ascendancy at 12:36 see stats
Log
Feldspar converts damage to paradox!
Feldspar converts some damage to Psi!
Layolle the ghoulish rat's aether beam hits Feldspar for (30 to psi shield), (40 flat reduction), 30 to psi, (19 converted), 44 arcane (74 total damage).
Feldspar casts Induce Anomaly.
Feldspar Triggers an Anomaly! (Anomaly Temporal Storm).
Feldspar creates a temporal storm.
You've moved to another time thread.
Feldspar activates Dirge of Famine.
Feldspar deactivates Dirge of Conquest.
Feldspar's temporal area effect hits Layolle the ghoulish rat for 23 temporal damage.
Feldspar picks up (V.): pair of rough leather boots (Misfortune) (0 def, 1 armour).
Feldspar's mania hastens cooldowns.
Feldspar harrows Layolle the ghoulish rat!
Feldspar is silenced!
Feldspar converts damage to paradox!
Feldspar converts some damage to Psi!
Layolle the ghoulish rat's aether beam hits Feldspar for (30 to psi shield), (40 flat reduction), 30 to psi, (19 converted), 44 arcane (74 total damage).
Curse of Nightmares hits Layolle the ghoulish rat for 38 mind, 46 darkness (84 total damage).
Feldspar resists!
Feldspar converts damage to paradox!
Feldspar converts some damage to Psi!
Layolle the ghoulish rat's aether beam hits Feldspar for (30 to psi shield), (40 flat reduction), 30 to psi, (19 converted), 44 arcane (74 total damage).
Attenuate from Feldspar hits Layolle the ghoulish rat for 40 temporal damage.
Layolle the ghoulish rat casts Manathrust.
Layolle the ghoulish rat's spell attains critical power!
Feldspar converts damage to paradox!
Feldspar converts some damage to Psi!
Layolle the ghoulish rat hits Feldspar for (30 to psi shield), (40 flat reduction), 121 to psi, (78 converted), 182 arcane (304 total damage).
Feldspar the level 24 cornac adventurer was imploded to death by Layolle the ghoulish rat on level 19 of Infinite Dungeon.




































































































































