











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Root's Tooltip Options 1.7.0Adds UI options for various tooltip settings, including: - maximum width
- speed of scrolling
- delay before scrolling at top and bottom
- font size
- unlocked transparency
This addon is compatible with other addons that change the contents of tooltips. Inspired by several previous tooltip addons, including those by DirectOrder and Thrale. Requested by Femme Fatale and Aeternis on the Discord. Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 27 / 41% |
| Size | huge |
| Lifes / Deaths | Killed by Xanukira the ghoul's temporal clone at level 27 on the 52nd Haze 122nd year of Ascendancy at 02:41 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 123 (base 58) |
| Dexterity | 21 (base 10) |
| Constitution | 32 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 76 (base 43) |
| Cunning | 32 (base 18) |
Resources
| Life | -59/1074 |
| Hate | 106/106 |
| Equilibrium | 30 |
| Healing Factor | 1.2296746230397 |
| Regeneration | 5.2261171479186 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Stealth | 26 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 47 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| All | 0% |
| Physical | +12% |
| Mind | +9% |
| Nature | +15% |
Offense: Damage Penetration
| Physical | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30.317011280365 (72.903125182002%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 29 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
| Physical | + 7%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 7%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 38% |
| Fear Resistance | 18% |
| Poison Resistance | 0% |
| Disarm Resistance | 72% |
| Bleed Resistance | 40% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by giant lightning ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of elder vampire blood. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * '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 orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | Fulerion the pair of iron boots (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +3% temporal Life regen: +4.00 Maximum life: +80.00 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. |
| Light source | YvoseweInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +2 Changes stats: +3 Con Changes resistances: +9% temporal / +12% fire Maximum life: +47.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gudamira the Shiverquencher (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Str / +7 Dex / +4 Wil / +3 Con Changes resistances: +12% temporal / +6% darkness / +5% blight / +9% cold / +5% arcane Physical save: +8 (+2 eff.) Mental save: +14 (+6 eff.) Curse of Misfortune It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Spellhunt Remnants (Madness) (3 def, 4 armour)Requires: - Heavy 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.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 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. |
| Tool | Voidweeper the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances: +3% fire Reduces incoming crit damage: 15.00% Cut immunity: +20% Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Gloommortal the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +18% blight Reduces incoming crit damage: 15.00% Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +22.00 Light radius: +3 Rings make your fingers look great! |
| Around neck | AerunnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Lck Critical mult.: +5.00% Cut immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
| In main hand | Eilinuravea (Shrouds) (34-47 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Defense: +7 (+3 eff.) Changes stats: +2 Cun Changes resistances: +9% nature Disarm immunity: +31% Mindpower: +5 (+2 eff.) Curse of Shrouds Blunt and deadly. |
| Around waist | Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Aerafang (Misfortune) (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil / +6 Cun / +8 Con Changes damage: +9% mind Critical mult.: +10.00% Equilibrium when hit: +0.08 Maximum life: +27.00 Maximum hate: +4.00 Curse of Misfortune One-handed war axes. |
| Cloak | Hellslice the linen cloak (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 fire Changes resistances: +6% acid Changes damage: +6% fire 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. |
| Main armor | Galirand the steel mail armour (Nightmares) (17 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Changes damage: +12% physical Only die when reaching: -40.00 life Maximum life: +30.00 Curse of Nightmares A suit of armour made of mail. |
Inventory
wild infusion of the warrior (res 42%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Galeream the copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +12% blight / +13% nature / +9% lightning Changes damage: +12% lightning / +9% mind Poison immunity: +25% Disease immunity: +24% Equilibrium when hit: +0.12 Maximum psi: +30.00 Amulets make your neck look great! |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% nature / +10% blight Poison immunity: +22% Disease immunity: +22% Amulets make your neck look great! |
copper amulet of mastery (0.10 Cursed / Strife)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cursed / Strife Amulets make your neck look great! |
copper amulet of perfection (0.11 Cursed / Fears,0.11 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.11 Cursed / Cursed form +0.11 Cursed / Fears Amulets make your neck look great! |
starlit copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Changes resistances: +10% light / +10% darkness Critical mult.: +11.00% Blindness immunity: +20% Amulets make your neck look great! |
Xanossra the GloomgrinderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light / 4 darkness Changes stats: +9 Cun / +2 Dex Changes resistances: +14% temporal Reduces incoming crit damage: 15.00% Pinning immunity: +24% Knockback immunity: +25% Amulets make your neck look great! |
cleansing steel amulet of mastery (0.15 Cursed / Cursed aura)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% nature / +12% blight Talent mastery: +0.15 Cursed / Cursed aura Poison immunity: +28% Disease immunity: +23% Amulets make your neck look great! |
Erelygrim the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% * 10% chance to reduce all saves and defense by 33 Damage when hit (Melee): 6 blight Changes damage: +6% acid / +9% mind Blindness immunity: +21% Infravision radius: +3 See stealth: +8 See invisible: +6 Rings make your fingers look great! |
Nerodhewen the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Wil Critical mult.: +5.00% Mental save: +6 (+3 eff.) Confusion immunity: +21% Spellpower: +15 (+6 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+5 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 (+1 eff.) Rings make your fingers look great! |
BranirainInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes resistances: +9% blight / +6% darkness / +15% lightning Changes resistances penetration: +15% mind Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) Rings make your fingers look great! |
Vargh RedemptionInfused 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 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.66 cold and 19.77 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
GlintraiderPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +16% acid / +3% light / +19% fire / +15% cold / +13% mind / +15% lightning Changes damage: +6% lightning / +13% mind / +21% light Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
PhoenixstoneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +3 Wil Changes resistances: +6% nature / +9% fire Changes damage: +15% lightning / +6% fire / +6% nature Mental save: +6 (+3 eff.) Rings make your fingers look great! |
gold ring 'Charand'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10 arcane resource burn Changes resistances: +24% nature / +6% fire Changes damage: +12% nature Maximum encumbrance: +25 Physical save: +24 (+8 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Poison immunity: +10% Rings make your fingers look great! |
gold ring 'Earigahad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +5 Mag Changes resistances: +21% acid Spell save: +10 (+5 eff.) Stamina each turn: +3.00 Light radius: +3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.cruel ash magestaff of illumination (Misfortune) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +8% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging elven-wood magestaff of illumination (Nightmares) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Healjeer the dwarven-steel battleaxe (Shrouds) (47-70 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 61% Damage when hit (Melee): 4 light Changes resistances: +3% blight / +3% temporal / +12% darkness / +9% acid Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Porithra (Nightmares) (32-47 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 34% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +16 blight When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +4% physical Disease immunity: +29% Cut immunity: +20% Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Massive two-handed battleaxes. |
Voidpain (Misfortune) (44-67 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +4 darkness Damage (radius 1) on hit: +20 darkness / +12 acid When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+4 eff.) Changes stats: +1 Wil Changes resistances penetration: +10% darkness Disarm immunity: +43% Curse of Misfortune Massive two-handed mauls. |
Xelratta the steel longsword (Nightmares) (23-32 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +1 Dex Disarm immunity: +23% Stamina each turn: +2.00 Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel longsword 'Zubylena' (Madness) (16-22 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +3 Mag Changes resistances: +9% acid Changes damage: +12% arcane / +6% mind Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+6 eff.) Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel longsword (Nightmares) (24-33 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +15% Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel longsword of daylight (Shrouds) (26-36 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 light Damage against: +7% Undead When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +15% Curse of Shrouds Sharp, long, and deadly. |
Radhadur the steel mace (Nightmares) (21-29 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% acid / +5% arcane / +3% darkness Disarm immunity: +30% Curse of Nightmares Blunt and deadly. |
steel waraxe 'Jetbrawn' (Madness) (12-17 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 6 mind Changes stats: +2 Str Changes resistances: +3% darkness Changes damage: +6% physical Disarm immunity: +25% Mental crit. chance: +1% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe of daylight (Shrouds) (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +8% Undead Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (Nightmares) (18-24 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Curse of Nightmares One-handed war axes. |
Strikeguile (Nightmares) (27-35 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 27.0 - 35.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature / +20 lightning Curse of Nightmares Sharp, short and deadly. |
Swordbreaker (Misfortune) (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Misfortune This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Icy Kill (Nightmares) (35-46 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Nightmares As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
This item will automatically be transmogrified when you leave the level.horrifying thorny mindstar (Madness) (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 5 darkness Changes damage: +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.mighty rough leather sling of cunning (+3) (Misfortune) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Cun / +2 Str Changes resistances penetration: +6% physical Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Velira the hardened leather sling (Madness) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +8 acid / +7 fire / +8 arcane When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +10.0% Changes stats: +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% acid / +6% physical / +10% arcane Changes damage: +8% fire Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Adaba the Flamehunt (17/42, 30-43 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Capacity: 42 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Ranged): +20 fire Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.barbed pouch of steel shots (13/17, 26-31 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 17 On weapon crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.shocking steel shield (Corpses) (0 def, 4 armour, 18-22 power, 41 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 10 lightning Damage when hit (Melee): 5 lightning Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
Zubynn (Misfortune) (0 def, 15 armour, 30-36 power, 72.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +72 On weapon hit: * 14% chance to reduce armor by 9% When wielded/worn: Armour: +15 Fatigue: +8% Effects on melee hit: * 11% chance to reduce all saves and defense by 33 Damage (Melee): 6 acid Effects when hit in melee: * 10% chance to reduce all saves and defense by 33 Damage when hit (Melee): 5 acid Changes resistances: +7% acid / +7% fire / +8% lightning / +6% cold Talent granted: +1 Block Teleport immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Ashwrest' (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +15% fire / +16% physical / +5% arcane / +9% all Changes resistances penetration: +20% fire Changes damage: +16% physical / +21% arcane / +6% fire Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe of nature (+22%) (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +22% nature / +9% all Changes damage: +15% nature Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Singepiety the cashmere robe (Nightmares) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 8 mind / 6 physical Changes stats: +2 Str Changes resistances: +6% fire / +3% physical / +11% all Changes resistances penetration: +15% physical Mental save: +20 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.verdant cashmere robe of lightning (+15%) (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% lightning / +11% all Changes damage: +9% nature / +10% lightning Poison immunity: +23% Disease immunity: +26% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Layynn the cured leather armour (Nightmares) (11 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +11 (+4 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% lightning / +9% blight Spell save: +9 (+4 eff.) Cut immunity: +20% Disarm immunity: +10% Only die when reaching: -40.00 life Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of fire resistance (Misfortune) (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +16% fire Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour of Eyal (Misfortune) (16 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +16 (+6 eff.) Fatigue: +8% Changes stats: +2 Dex Life regen: +3.00 Maximum life: +25.00 Movement speed: +20% Healing mod.: +13% Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Uluromidor (Nightmares) (0 def, 13 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +2 Armour: +13 Fatigue: +22% Changes resistances: +12% blight / +17% temporal / +3% physical Stamina each turn: +3.00 Curse of Nightmares A suit of armour made of metal plates. |
Kyregodekor (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes resistances: +3% temporal Stealth bonus: +6 Cut immunity: +10% Only die when reaching: -40.00 life Maximum life: +40.00 Healing mod.: +15% Curse of Shrouds A belt that goes around your waist. |
Stormrupture the rough leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +4 Cun / +5 Wil Changes resistances: +12% cold Damage against: +16% Summoned Reduced damage from: +17% Summoned Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A belt that goes around your waist. |
rough leather belt 'Flareblur' (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances penetration: +20% fire / +15% physical Critical mult.: +5.00% Spell save: +7 (+3 eff.) Only die when reaching: -20.00 life Size category: +1 Curse of Corpses A belt that goes around your waist. |
linen cloak 'Gilidor' (Misfortune) (37 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +37 (+13 eff.) Changes resistances: +18% cold Physical save: +12 (+4 eff.) Spell save: +22 (+11 eff.) Mental save: +12 (+5 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fogbringer the cashmere cloak (Corpses) (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Armour: +8 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +1 Dex Changes resistances: +6% lightning Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Mental save: +12 (+5 eff.) Stun/Freeze immunity: +10% Maximum life: +40.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Myyon' (Nightmares) (14 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +2 Wil Physical save: +16 (+5 eff.) Mental save: +14 (+6 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +1% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Spiderstrider' (Nightmares) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +1% physical / +3% nature Changes damage: +3% nature Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.resilient cashmere cloak of the Shaloren (Nightmares) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Maximum life: +36.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsesun (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% acid / +6% fire / +3% darkness / +6% cold Poison immunity: +20% Cut immunity: +10% Curse of Corpses A pair of boots made of leather. |
Turadradar the pair of iron boots (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Armour: +5 Fatigue: +2% Changes stats: +5 Dex / +3 Wil / +3 Cun / +1 Con Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of dwarven-steel boots of phasing (Nightmares) (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +2 Wil Curse of Nightmares It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 70.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level.Obsidianmonster the hardened leather gloves (Corpses) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage (Melee): 11 light Changes stats: +2 Mag / +1 Con Changes resistances: +9% light Changes damage: +6% light / +9% mind Critical mult.: +10.00% Psi when hit: +0.04 Maximum psi: +40.00 Mental crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Isolevea' (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 acid Changes resistances: +7% acid / +15% temporal Changes damage: +6% acid Physical save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Only die when reaching: -80.00 life Mindpower: +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic dwarven-steel gauntlets of the nighthunter (Misfortune) (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +5% darkness Mental save: +7 (+4 eff.) Maximum life: +51.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Amufang (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +4.0% Physical power: +19 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% mind / +1% physical Curse of Shrouds A cap made of leather. |
Adavea (Misfortune) (30 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+11 eff.) Fatigue: +3% Changes stats: +2 Wil Changes resistances: +13% light / +13% darkness Changes resistances penetration: +10% mind Changes damage: +6% physical Psi when hit: +0.16 Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather cap of the depths (Corpses) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% cold Allows you to breathe in: water Curse of Corpses A cap made of leather. |
Gyrewen the iron helm (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% acid / +6% nature / +9% light Physical save: +11 (+3 eff.) Life regen: +2.00 Only die when reaching: -60.00 life Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Samygen' (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +5% Changes stats: +9 Con Changes resistances: +3% cold / +5% arcane / +3% darkness Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (Corpses) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 125.15 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (31% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Kindlepower (Nightmares) (10 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes resistances: +7% lightning / +7% temporal / +6% fire / +1% physical Changes damage: +3% physical Physical save: +6 (+2 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
336 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cyrewyn the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% lightning Blindness immunity: +10% Confusion immunity: +10% Maximum life: +42.00 Light radius: +3 Healing mod.: +5% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(131 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Manerelen (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% mind / +13% darkness / +3% light Changes resistances penetration: +25% mind Damage affinity(heal): +15% darkness Spell save: +3 (+1 eff.) Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Eralach the steel torque of gale force [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental crit. chance: +2% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 179 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 11% chance to evade weapon attacks for 2 turns. * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
Beagrim the elm totem of stinging [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 8 mind / 4 blight Changes resistances: +3% mind It can be used to sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 36. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Curser the Krog Cursed level 20
25th Haze 122nd year of Ascendancy at 06:14 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Curser the Krog Cursed level 20
19th Haze 122nd year of Ascendancy at 08:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Curser the Krog Cursed level 21
34th Haze 122nd year of Ascendancy at 10:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Curser the Krog Cursed level 10
25th Dusk 122nd year of Ascendancy at 02:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Curser the Krog Cursed level 20
3rd Haze 122nd year of Ascendancy at 15:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Curser the Krog Cursed level 11
29th Dusk 122nd year of Ascendancy at 23:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Curser the Krog Cursed level 22
35th Haze 122nd year of Ascendancy at 08:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Curser the Krog Cursed level 16
63rd Dusk 122nd year of Ascendancy at 16:35 see stats
Log
Mindrot hits Mayanor the dreaming horror for (2 dismissed), 0 to psi, 0 mind, (2 dismissed), 1 to psi, 1 darkness (2 total damage).
Curser harrows Xanukira the ghoul!
Curser begins rampaging!
Curse of Nightmares hits Xanukira the ghoul for 51 mind, 40 darkness (91 total damage).
Mayanor the dreaming horror's Distortion Bolt hits Curser for (47 rampage shugs off), 263 physical (263 total damage).
Curser is no longer sleeping.
Curser had a restless night.
Xanukira the ghoul casts Dimensional Step.
Xanukira the ghoul is out of phase.
Xanukira the ghoul folds space with with Curser!
Mayanor the dreaming horror receives 2 healing (2 psi heal).
Xanukira the ghoul casts Arrow Stitching.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Mayanor the dreaming horror uses Resonance Field.
A psychic field forms around Mayanor the dreaming horror.
Curser attunes to the damage.
Xanukira the ghoul's temporal clone's Arrow Stitching hits Curser for 60 physical, (11 antimagic), 0 lightning (60 total damage).
Mayanor the dreaming horror casts Manathrust.
Mayanor the dreaming horror hits Curser for (40 antimagic), 156 arcane (156 total damage).
Curser hits Xanukira the ghoul for 10 darkness, 12 mind (22 total damage).
Xanukira the ghoul's temporal clone's Arrow Stitching hits Curser for 74 physical, (10 antimagic), 0 lightning (74 total damage).
Xanukira the ghoul calls forth a temporal warden from another timeline.
Xanukira the ghoul's temporal clone briefly catches sight of you!
You feel a surge of power as a powerful creature falls nearby.
Melee retaliation hits Xanukira the ghoul's temporal clone for 2 fire, 4 darkness, 2 fire, 4 darkness (11 total damage).
Xanukira the ghoul's Arrow Stitching hits Curser for 120 physical, (19 antimagic), 0 lightning (120 total damage).
Xanukira the ghoul's temporal clone hits Curser for 69 physical, 27 physical (96 total damage).
Curser the level 27 krog cursed was smashed to death by Xanukira the ghoul's temporal clone on level 2 of Dreadfell.





























































































































