Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Alchemy Reward 1.3.0Adds the Spell/Alchemy tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. Derived from the Conveyance Reward addon by Waladil. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant 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. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Improved Auto-explore and Rest 1.3.1Quality 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. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Early Infinite Dungeon 1.3.0Allows you to use the stairs from the Ruined Dungeon to the Infinite Dungeon, even if you haven't completed the campaign. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Items Vault 1.3.0Donators/Buyers bonus! Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Steamtech UI 1.1.4 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Xorn |
Class | Cursed |
Level / Exp | 89 / 39% |
Size | big |
Lifes / Deaths | Killed by Elath the shadow claw at level 19 on the 73rd Haze 122nd year of Ascendancy at 12:19 / 26Killed by Aerulaith the shadow claw at level 20 on the 73rd Haze 122nd year of Ascendancy at 14:28 Killed by ritch flamespitter at level 20 on the 73rd Haze 122nd year of Ascendancy at 16:01 Killed by Xagalaith the corrupted war dog at level 21 on the 73rd Haze 122nd year of Ascendancy at 18:03 Killed by Bethaldanne the icy orc wyrmic at level 30 on the 2nd Wintertide 123rd year of Ascendancy at 07:51 Killed by Aereta the brecklorn at level 33 on the 1st Allure 123rd year of Ascendancy at 02:03 Killed by Glorukira the rogue at level 33 on the 1st Allure 123rd year of Ascendancy at 02:55 Killed by Xerywyn the dremling at level 37 on the 1st Allure 123rd year of Ascendancy at 11:55 Killed by Iveda the giant eel at level 64 on the 6th Allure 123rd year of Ascendancy at 05:16 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 15:46 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 17:21 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 18:23 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 19:51 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 21:03 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 21:33 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 22:45 Killed by Isabeth the nightmare horror at level 66 on the 6th Allure 123rd year of Ascendancy at 23:35 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 00:44 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 01:52 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 02:57 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 04:07 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 04:58 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 06:23 Killed by Isabeth the nightmare horror at level 66 on the 7th Allure 123rd year of Ascendancy at 07:10 Killed by Gena the gigantic gravity worm at level 79 on the 18th Regrowth 123rd year of Ascendancy at 20:51 Killed by Gena the gigantic gravity worm at level 79 on the 18th Regrowth 123rd year of Ascendancy at 22:33 |
Primary Stats
Strength | 165.8883623161 (base 99) |
Dexterity | 19 (base 10) |
Constitution | 99.776724632207 (base 63) |
Magic | 118.8883623161 (base 99) |
Willpower | 129.77672463221 (base 99) |
Cunning | 93.776724632207 (base 49) |
Resources
Life | 4756/4756 |
Hate | 67/100 |
Stamina | 677/677 |
Equilibrium | 0 |
Healing Factor | 0.70507764938667 |
Regeneration | 1.163378121488 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +40.000000000002% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
See Stealth | 5 |
See Invisible | 24.776724632207 |
Offense: Mainhand
Damage | 503 |
Accuracy | 64 |
Crit Chance | 56% |
APR | 17 |
Speed | 0.90 |
Damage | 508 |
Accuracy | 64 |
Crit Chance | 68% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31.361045289513 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 90.459715650696 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 63.792286168958 (69.792286168958%) |
Defense | 46.708908210736 |
Ranged Defense | 51.338362316104 |
Fatigue | 0 |
Physical Save | 50.585926810636 |
Spell Save | 54.602593477303 |
Mental Save | 49.339569080848 |
Defense: Resistances
All | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 29% |
Pinning Resistance | 66% |
Disarm Resistance | 64% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 724 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 678 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Predator | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Rampage | 1.20 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Strife | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Endless hunt | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Cursed / Slaughter | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Cunning / Herbalism | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Conditioning | 0.80 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Race / Xorn | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 2/3 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Gloom |
talent | Repel |
talent | Stalk |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.9)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / shalore with 100% effectiveness. Kills: 84 / 19 kills, Damage: +18% / +42%, Attack: +9 / +22, Stun: -- / 8.7%, Outmaneuver: 11.2% / 27.1% Predator |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +32 Darkness Resistance, +15% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 34% 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 34% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.9)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 13 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+34% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 9.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +20 Defense, +10 Ranged Defense Power 2+: -1 Luck, +19 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+61% chance to avoid traps). Power 4+: Unfortunate End: There is a 44% chance that the damage you deal will increase by 42% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 100. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. * You've found the needed vial of elder vampire blood. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Gorilar (Shrouds) (3 def, 8 armour) Gorilar (Shrouds) (3 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes resistances penetration: +5% arcane Changes damage: +6% arcane Silence immunity: +29% Confusion immunity: +20% Stun/Freeze immunity: +20% Spellpower: +2 (+0 eff.) Infravision radius: +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Quiver | 579 alchemist tiger's eye 579 alchemist tiger's eye0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 3 When used as an alchemist bomb: Additional 30 bright light damage When used in a prism: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. Press to compare |
Light source | scorching brass lantern of clarity (Nightmares) scorching brass lantern of clarity (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +7 Curse of Nightmares 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. Press to compare |
On head | The Face of Fear (Corpses) (8 def, 0 armour) The Face of Fear (Corpses) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Corpses It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.4 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 39% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 30%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. Press to compare |
Tool | dragonbone totem of healing 'Poramida' [power 230] (35 cooldown) dragonbone totem of healing 'Poramida' [power 230] (35 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Cun Maximum wards: +5 blight / +4 fire / +3 cold Talents granted: +4 Rushing Claws +3 Lay Web +1 Ward Maximum psi: +10.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 It can be used to heal the target for 230, and remove up to 2 poisons or diseases, putting all charms on cooldown for 35 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
On fingers | voratun ring 'Torchquell' (Misfortune) voratun ring 'Torchquell' (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Defense: +15 (+5 eff.) Changes resistances: +3% cold / +3% nature / +3% physical Changes damage: +12% fire Mental save: +15 (+5 eff.) Disease immunity: +5% Confusion immunity: +31% Pinning immunity: +20% Life regen: +1.40 Maximum life: +51.00 Healing mod.: +22% Curse of Misfortune 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 away 4 grids from your target. Rings can have magical properties. Press to compare |
On fingers | Vargh Redemption (Shrouds) Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 30.44 cold and 25.25 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
On fingers | steel ring 'Earafast' (Shrouds) steel ring 'Earafast' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Dex / +2 Wil / +1 Con Changes resistances: +22% acid Changes damage: +11% acid Spell save: +11 (+4 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +22.00 Maximum stamina: +14.00 Curse of Shrouds Rings can have magical properties. Press to compare |
On fingers | Durubar the Umbrareign (Nightmares) Durubar the Umbrareign (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Wil / +6 Cun / +6 Con Changes resistances: +9% blight / +3% cold / +5% arcane Changes resistances penetration: +5% darkness Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +36% Maximum life: +20.00 Mindpower: +8 (+2 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
Around waist | Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. Press to compare |
In main hand | (Forged Item) Blazemark the voratun battleaxe (Misfortune) (82.5-123.75 power, 4 apr) (Forged Item) Blazemark the voratun battleaxe (Misfortune) (82.5-123.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 82.5 - 123.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 lightning / +8 fire / +16 mind / +19 insidious poison Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +21.0% Physical power: +17 (+3 eff.) Armour: +2 Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning / 12 physical Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances: +23% acid / +7% physical / +16% lightning / +31% fire / +6% mind / +22% cold Changes resistances penetration: +9% acid / +16% fire / +9% lightning / +9% cold Changes damage: +3% mind Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Spell save: +7 (+2 eff.) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% Global speed: +2% Curse of Misfortune Massive two-handed battleaxes. Press to compare |
In main hand | Dethblyd (Misfortune) (70-112 power, 18 apr) Dethblyd (Misfortune) (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: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical 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 Misfortune 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. Press to compare |
On hands | mega tauntlets of advanced blocking (Shrouds) (0 def, 8 armour) mega tauntlets of advanced blocking (Shrouds) (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Talent granted: +5 Block Tauntlets behave like a shield, and allow you to block attacks. 104 block power. When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 30% Wil, 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 71% When this weapon hits: Block (15% chance level 1). Curse of Shrouds A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
On hands | drakeskin leather gloves 'Shocklore' (Shrouds) (0 def, 3 armour) drakeskin leather gloves 'Shocklore' (Shrouds) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to blind * 20% chance to cause random gloom * 40% chance to daze Damage (Melee): 7 lightning / 13 temporal / 25 darkness / 7 acid / 6 cold / 24 mind / 9 fire Damage (Ranged): 18 temporal Changes stats: +4 Mag / +3 Wil Changes resistances: +11% temporal Changes damage: +6% lightning / +8% temporal Mental save: -9 (-3 eff.) Mindpower: +5 (+1 eff.) When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 11% chance to gain 10% of a turn Damage (Melee): +11 ice / +15 acid / +16 fire / +37 lightning Curse of Shrouds It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | Death's Embrace (Misfortune) (18 def, 18 armour) Death's Embrace (Misfortune) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% Curse of Misfortune It can be used to turn yourself invisible (power 45, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. Press to compare |
Cloak | Destala's Scales (Shrouds) (10 def, 0 armour) Destala's Scales (Shrouds) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Shrouds It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. Press to compare |
Around neck | Feathersteel Amulet (Misfortune) Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Misfortune The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
Inventory
Armirogen the gold amulet (Shrouds) Armirogen the gold amulet (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes stats: +2 Dex / +1 Mag / +2 Wil Changes resistances: +22% temporal Pinning immunity: +34% Knockback immunity: +38% Curse of Shrouds Amulets can have magical properties. Press to compare |
Corrosion (Shrouds) Corrosion (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid Curse of Shrouds It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 11.74 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. Press to compare |
Emelovena (Misfortune) Emelovena (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +9% fire / +40% nature Changes damage: +20% nature Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +22% Curse of Misfortune Rings can have magical properties. Press to compare |
Toxinbringer the gold ring (Madness) Toxinbringer the gold ring (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 18% chance to blind Changes stats: +6 Mag / +6 Wil / +5 Cun Changes resistances: +9% nature Maximum mana: +20.00 Spellpower: +18 (+2 eff.) Curse of Madness Rings can have magical properties. Press to compare |
gold ring (Corpses) gold ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Corpses Rings can have magical properties. Press to compare |
gold ring (Corpses) gold ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Corpses Rings can have magical properties. Press to compare |
Blastkarma the voratun ring (Corpses) Blastkarma the voratun ring (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +15 Defense: +15 (+5 eff.) Changes stats: +6 Mag / +6 Wil / +1 Cun Changes resistances penetration: +5% lightning Changes damage: +9% lightning Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +37% Life regen: +4.80 Spellpower: +12 (+1 eff.) Mental crit. chance: +1% Curse of Corpses 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 away 4 grids from your target. Rings can have magical properties. Press to compare |
voratun ring 'Ravendare' (Shrouds) voratun ring 'Ravendare' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 blight Changes resistances: +3% blight / +28% cold / +3% darkness Changes resistances penetration: +10% blight Changes damage: +15% blight / +14% cold Stun/Freeze immunity: +36% Life regen: +4.20 Maximum life: +100.00 Healing mod.: +26% Curse of Shrouds Rings can have magical properties. Press to compare |
voratun ring 'Yaruregorion' (Madness) voratun ring 'Yaruregorion' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +8 Mag / +8 Wil / +4 Con Changes damage: +7% all Grants telepathy: Dragon Physical save: +18 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Spellpower: +34 (+4 eff.) Mindpower: +11 (+2 eff.) See invisible: +6 Curse of Madness Rings can have magical properties. Press to compare |
dragonbone magestaff 'Emelariatira' (Madness) (46-55.2 power, 6 apr, arcane element) dragonbone magestaff 'Emelariatira' (Madness) (46-55.2 power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 46.0 - 55.2 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 physical When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +26.0% Armour: +6 Changes stats: +5 Con Changes resistances: +9% light Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Stun/Freeze immunity: +5% Life regen: +0.90 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Healing mod.: +21% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Madness Staves designed for wielders of magic, by the greats of the art. Press to compare |
Tarrerach (Misfortune) (77-115.5 power, 4 apr) Tarrerach (Misfortune) (77-115.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.0 - 115.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +28 nature When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Changes resistances: +9% blight / +6% cold / +12% fire Critical mult.: +28.00% Spell save: +20 (+6 eff.) Poison immunity: +15% Disarm immunity: +10% Stun/Freeze immunity: +20% Light radius: +2 Curse of Misfortune Massive two-handed battleaxes. Press to compare |
Durynarigar the Nightwar (Nightmares) (65.5-98.25 power, 4 apr) Durynarigar the Nightwar (Nightmares) (65.5-98.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 19 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Melee): +12 fire / +4 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes resistances: +9% fire Curse of Nightmares Massive two-handed mauls. Press to compare |
Tirakai's Maul (Shrouds) (68-88.4 power, 15 apr) Tirakai's Maul (Shrouds) (68-88.4 power, 15 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 88.4 Uses stats: 30% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +14.0% Attack speed: 100% Damage conversion: 25% lightning / 25% cold / 25% arcane / 25% fire When wielded/worn: Armour: +22 Changes stats: +10 Dex / +10 Cun / +10 Mag Changes resistances: +5% all Changes resistances penetration: +10% all Changes damage: +10% all Pearl: Unique Curse of Shrouds It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
Crystalline Dwarven-steel greatsword (Corpses) (43.75-70 power, 2 apr) Crystalline Dwarven-steel greatsword (Corpses) (43.75-70 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 43.8 - 70.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +20% arcane / +20% blight Talent mastery: +0.20 Spell / Blight Spellpower: +12 (+1 eff.) Curse of Corpses It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Massive two-handed swords. Press to compare |
Huruyon the Lustrerain (Misfortune) (48-76.8 power, 2 apr) Huruyon the Lustrerain (Misfortune) (48-76.8 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 40% * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% light Changes damage: +3% light Curse of Misfortune Massive two-handed swords. Press to compare |
Dazzlezephyr (Shrouds) (62.5-100 power, 4 apr) Dazzlezephyr (Shrouds) (62.5-100 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +19 mind Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 30% chance to blind Changes stats: +9 Cun / +10 Wil Changes resistances penetration: +5% blight Changes damage: +3% blight Light radius: +2 Curse of Shrouds Massive two-handed swords. Press to compare |
Volcanic Slasher (Nightmares) (15-21 power, 5 apr) Volcanic Slasher (Nightmares) (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism Curse of Nightmares A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. Press to compare |
Nightwild (Madness) (24.5-34.3 power, 3 apr) Nightwild (Madness) (24.5-34.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 24.5 - 34.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +9 blight Burst (radius 1) on hit: +8 acid When wielded/worn: Changes damage: +6% darkness Curse of Madness Sharp, long, and deadly. Press to compare |
steel longsword 'Getelen' (Madness) (21.5-30.1 power, 3 apr) steel longsword 'Getelen' (Madness) (21.5-30.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +8 arcane / +4 blight When wielded/worn: Changes stats: +1 Mag / +1 Wil Spellpower: +6 (+1 eff.) Curse of Madness Sharp, long, and deadly. Press to compare |
voratun longsword 'Glimmergasher' (Misfortune) (42.5-59.5 power, 6 apr) voratun longsword 'Glimmergasher' (Misfortune) (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +4 acid / +28 nature / +14 mind Burst (radius 2) on crit: +16 acid When wielded/worn: Changes damage: +3% light / +12% acid Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Press to compare |
dwarven-steel waraxe 'Blazemonster' (Misfortune) (23-32.2 power, 4 apr) dwarven-steel waraxe 'Blazemonster' (Misfortune) (23-32.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 15% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +13 blight / +4 arcane Burst (radius 1) on hit: +4 lightning When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Changes resistances: +5% arcane Critical mult.: +12.00% Curse of Misfortune One-handed war axes. Press to compare |
dwarven-steel waraxe 'Blindtrial' (Nightmares) (28.5-39.9 power, 4 apr) dwarven-steel waraxe 'Blindtrial' (Nightmares) (28.5-39.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 28.5 - 39.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 cold / +8 darkness / +8 temporal When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +2 Con Changes resistances: +7% temporal Curse of Nightmares One-handed war axes. Press to compare |
Radharek the voratun waraxe (Corpses) (52.5-73.5 power, 6 apr) Radharek the voratun waraxe (Corpses) (52.5-73.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +9% light Reduces incoming crit damage: 5.00% Cut immunity: +10% Knockback immunity: +5% Curse of Corpses One-handed war axes. Press to compare |
Unerring Scalpel (Misfortune) (15-19.5 power, 25 apr) Unerring Scalpel (Misfortune) (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Talent mastery: +0.20 Spell / Charnel Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune 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. Press to compare |
Spellblaze Shard (Nightmares) (20-26 power, 10 apr) Spellblaze Shard (Nightmares) (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Nightmares This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Press to compare |
Moon (Corpses) (30-39 power, 30 apr) Moon (Corpses) (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Corpses A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Press to compare |
Orc Feller (Nightmares) (45-58.5 power, 11 apr) Orc Feller (Nightmares) (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Nightmares During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. Press to compare |
Fearstar (Shrouds) (24-26.4 power, 40 apr, demonfire damage) Fearstar (Shrouds) (24-26.4 power, 40 apr, demonfire damage)Requires: - Willpower 30 - Magic 30 - Cunning 30 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 80% Mag, 30% Cun Damage type: Demonfire Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes damage: +30% darkness / +30% fire Vim when firing critical spell: +5.00 Psi when firing a critical mind attack: +5.00 Spell crit. chance: +20% Mental crit. chance: +20% Talent on hit(spell): Nightmare (10% chance level 5). Talent on hit(mindpower): Darkfire (10% chance level 5). Curse of Shrouds It can be used to activate talent Spit Blight (costing 24 power out of 30/30) : Effective talent level: 5.0 Power cost: 24 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 456.14 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. Press to compare |
living mindstar 'Strikewrack' (Nightmares) (15-16.5 power, 40 apr, nature damage) living mindstar 'Strikewrack' (Nightmares) (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning / 19 physical Changes resistances: +7% blight / +17% physical / +9% nature Changes resistances penetration: +15% lightning / +10% physical / +7% nature Changes damage: +12% lightning / +7% physical / +16% nature Talent mastery: +0.20 Wild-gift / Harmony Disease immunity: +17% Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift 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 25 of target armor and 13% 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. Press to compare |
Black Mesh (Corpses) (8 def, 2 armour, 109 block) Black Mesh (Corpses) (8 def, 2 armour, 109 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Curse of Corpses Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (Corpses) (20 def, 18 armour, 320 block) Titanic (Corpses) (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block Curse of Corpses This shield made of the darkest stralite is huge, heavy and very solid. |
Mossy Shell Section (Nightmares) (-80 def, 40 armour, 310 block) Mossy Shell Section (Nightmares) (-80 def, 40 armour, 310 block)Requires: - Willpower 35 - Strength 35 - Constitution 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +40 Defense: -80 (-47 eff.) Fatigue: +12% Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Curse of Nightmares Slamming this thing into your opponent's face may feel wrong, but you don't ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. |
Murkhunger (Corpses) (12 def, 3 armour, 205.5 block) Murkhunger (Corpses) (12 def, 3 armour, 205.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 42% Effects when hit in melee: * 18% chance to corrode armour Damage when hit (Melee): 4 temporal Changes stats: +6 Con Changes resistances: +15% acid / +13% light / +12% darkness / +6% nature Maximum wards: +5 lightning / +6 temporal / +5 blight / +5 fire / +5 cold Talents granted: +1 Ward +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Corpses Handheld deflection devices. |
The Untouchable (Nightmares) (14 def, 12 armour) The Untouchable (Nightmares) (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Nightmares This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. Press to compare |
Turtleneck (Shrouds) (-15 def, 50 armour) Turtleneck (Shrouds) (-15 def, 50 armour)Requires: - Constitution 18 3.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +50 Defense: -15 (-5 eff.) Fatigue: +7% Changes resistances: +45% mind / +45% cold Physical save: +33 (+11 eff.) Spell save: +33 (+10 eff.) Mental save: +33 (+11 eff.) Confusion immunity: +75% Curse of Shrouds It can be used to activate talent Dream Walk (costing 11 power out of 20/20) : Effective talent level: 5.0 Power cost: 11 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You move through the dream world, reappearing near the target location (2 teleport accuracy). If the target is a sleeping creature, you'll instead appear as close to them as possible. Despite it's name, the TurtleNeck is made from 0% real turtles! Or so the granny who knitted it claimed. You feel sleepy when you wear it, and can see glimpses of the dreamworld. Press to compare |
Anadugar the Gloomstinger (Nightmares) (5 def, 25 armour) Anadugar the Gloomstinger (Nightmares) (5 def, 25 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes resistances: +25% acid / +24% physical / +12% darkness / +50% fire / +24% lightning / +24% cold Changes resistances penetration: +10% lightning / +15% mind Changes damage: +9% mind Curse of Nightmares A suit of armour made of mail. Press to compare |
Mail of the Kar'Krul (Shrouds) (10 def, 14 armour) Mail of the Kar'Krul (Shrouds) (10 def, 14 armour)Requires: - Magic 20 - Strength 40 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +10 Mag Changes resistances: +30% arcane / +30% cold / +30% light / +30% darkness Spell save: +20 (+6 eff.) Lowers spell cool-downs by: 10% Curse of Shrouds It can be used to activate talent Shatter (costing 50 power out of 50/50) : Effective talent level: 5.0 Power cost: 50 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 196.74 cold damage. Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50% critical chance against Normal rank * +25% critical chance against Elites or Bosses All affected foes will get the wet effect. At most, it will affect 7 foes. The damage will increase with your Spellpower. While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection. Press to compare |
The Black Plate (Nightmares) (25 def, 35 armour) The Black Plate (Nightmares) (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: 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 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Curse of Nightmares It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 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 70% 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?" Press to compare |
resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour) resilient linen cloak of Iron Throne (Shrouds) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Wrap of Stone (Nightmares) (0 def, 10 armour) Wrap of Stone (Nightmares) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) Curse of Nightmares It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 70.67 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
Spellhunt Remnants (Madness) (3 def, 4 armour) Spellhunt Remnants (Madness) (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Press to compare |
blighted normal tauntlets (Nightmares) (0 def, 4 armour) blighted normal tauntlets (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Damage (Melee): 8 blight Changes resistances: +7% blight Changes damage: +5% blight Talent granted: +3 Block Tauntlets behave like a shield, and allow you to block attacks. 40 block power. When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 30% Wil, 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 71% When this weapon hits: Soul Rot (20% chance level 3). Burst (radius 2) on crit: +7 blight Curse of Nightmares A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
Helm of the Slow (Madness) (0 def, 8 armour) Helm of the Slow (Madness) (0 def, 8 armour)Requires: - Strength 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal / +10% physical Pinning immunity: +20% Movement speed: -10% Curse of Madness Why anyone would want to make a helm look like a snail is beyond you. Press to compare |
Helm of the Dwarven Emperors (Misfortune) (0 def, 6 armour) Helm of the Dwarven Emperors (Misfortune) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 Curse of Misfortune It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 24.53 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. Press to compare |
dwarven-steel helm 'Namastir' (Shrouds) (0 def, 4 armour) dwarven-steel helm 'Namastir' (Shrouds) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +3 Con Changes resistances: +3% temporal / +5% cold / +7% fire Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; 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.) Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
12 geode 12 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 sugilite 6 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
10 tiger's eye 10 tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
5 obsidian 5 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Gems can be sold for money or used in arcane rituals. |
3 large geode 3 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Gems can be sold for money or used in arcane rituals. |
2 amber 2 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% Gems can be sold for money or used in arcane rituals. |
5 black pearl 5 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
3 enormous geode 3 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
9 tanzanite 9 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
194 alchemist agate 194 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
bright brass lantern (Corpses) bright brass lantern (Corpses)Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 Curse of Corpses 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. Press to compare |
preserving brass lantern (Shrouds) preserving brass lantern (Shrouds)Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight Life regen: +1.80 Light radius: +2 Curse of Shrouds 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. Press to compare |
Planar Beacon (Corpses) Planar Beacon (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Corpses It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 87.27 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 87.27 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. Press to compare |
Summertide Phial (Corpses) Summertide Phial (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Corpses It can be used to call light (170 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Glorada (dig speed 10 turns) Glorada (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +5 Str / +1 Dex / +4 Wil Changes resistances: +5% darkness / +5% fire Mental crit. chance: +7% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 304/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Scumrot the steel torque of charged psionic shield [power 45] (20 cooldown) Scumrot the steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +3% nature Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +1 Telekinetic Blast Maximum stamina: +10.00 Maximum hate: +14.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 118 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. Press to compare |
Earyldil the elven-wood totem of cleansing [power 3] (20 cooldown) Earyldil the elven-wood totem of cleansing [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Talents granted: +4 Rushing Claws +3 Lay Web Spell save: +25 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+1 eff.) Light radius: +3 It can be used to remove magical effects from the target (up to 3), putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Berydunabar the Darkgrinder [power 205] (15 cooldown) Berydunabar the Darkgrinder [power 205] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances penetration: +15% darkness Maximum pos.energy: +5.00 Maximum neg.energy: +7.00 Light radius: +1 Infravision radius: +1 It can be used to fire a bolt of a random element (dam 102-205), putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
By Mariluna the Xorn Cursed level 59
5th Allure 123rd year of Ascendancy at 06:58 see stats
By Mariluna the Xorn Cursed level 36
1st Allure 123rd year of Ascendancy at 07:26 see stats
By Mariluna the Xorn Cursed level 69
5th Regrowth 123rd year of Ascendancy at 11:19 see stats
By Mariluna the Xorn Cursed level 57
5th Allure 123rd year of Ascendancy at 01:48 see stats
By Mariluna the Xorn Cursed level 66
6th Allure 123rd year of Ascendancy at 15:19 see stats
By Mariluna the Xorn Cursed level 10
44th Haze 122nd year of Ascendancy at 13:26 see stats
By Mariluna the Xorn Cursed level 20
73rd Haze 122nd year of Ascendancy at 13:30 see stats
By Mariluna the Xorn Cursed level 30
2nd Wintertide 123rd year of Ascendancy at 07:24 see stats
By Mariluna the Xorn Cursed level 40
3rd Allure 123rd year of Ascendancy at 11:15 see stats
By Mariluna the Xorn Cursed level 50
4th Allure 123rd year of Ascendancy at 13:11 see stats
By Mariluna the Xorn Cursed level 84
19th Regrowth 123rd year of Ascendancy at 08:32 see stats
By Mariluna the Xorn Cursed level 77
11st Regrowth 123rd year of Ascendancy at 21:50 see stats
By Mariluna the Xorn Cursed level 33
1st Allure 123rd year of Ascendancy at 01:58 see stats
By Mariluna the Xorn Cursed level 21
73rd Haze 122nd year of Ascendancy at 17:47 see stats
By Mariluna the Xorn Cursed level 7
77th Pyre 122nd year of Ascendancy at 22:23 see stats
By Mariluna the Xorn Cursed level 66
7th Allure 123rd year of Ascendancy at 11:10 see stats
By Mariluna the Xorn Cursed level 58
5th Allure 123rd year of Ascendancy at 02:53 see stats
By Mariluna the Xorn Cursed level 17
72nd Haze 122nd year of Ascendancy at 16:00 see stats
By Mariluna the Xorn Cursed level 29
10th Decay 122nd year of Ascendancy at 10:51 see stats
By Mariluna the Xorn Cursed level 29
76th Haze 122nd year of Ascendancy at 09:11 see stats
Log
Today is the 21st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Saving done.
Today is the 22nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:18.
Today is the 23rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 24th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:51.
Today is the 25th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 26th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 27th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:35.
There is a Ruins of Kor'Pul here (press '' or right click to use).
Today is the 28th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Talent Earth Glide is ready to use.
There is a A gate into the Maze here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Mariluna deactivates Daunting Presence.
Mariluna deactivates Repel.
Mariluna deactivates Stalk.
Mariluna deactivates Gloom.