Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. 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:
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. 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: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Glove Stats 1.0.6Shows glove combat stats with all classes. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Glutton |
Level / Exp | 134 / 4% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 249 (base 100) |
Dexterity | 141.43768585069 (base 10) |
Constitution | 324.43768585069 (base 100) |
Magic | 234 (base 100) |
Willpower | 283.43768585069 (base 100) |
Cunning | 378.43768585069 (base 100) |
Resources
Mana | 1575/1575 |
Negative | 0/419 |
Life | 10783/10783 |
Paradox | 300 |
Hate | 133/137 |
Equilibrium | 10 |
Vim | 306/306 |
Positive | 0/419 |
Stamina | 1114/1114 |
Psi | 404/404 |
Healing Factor | 1.4399999999998 |
Regeneration | 29.161827250339 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +499.68933772959% |
Spell | 0% |
Global | +233.78016969776% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 47 |
See Stealth | 55.534926194159 |
See Invisible | 118.86783584708 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 757 |
Accuracy | 118 |
Crit Chance | 213% |
APR | 91 |
Speed | 1.00 |
Offense: Offhand
Damage | 126 |
Accuracy | 118 |
Crit Chance | 213% |
APR | 95 |
Speed | 1.00 |
Offense: Spell
Spellpower | 221.30985288766 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 213.77269900797 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +20% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 177 (42%) |
Defense | 95.959765037239 |
Ranged Defense | 104.89236277939 |
Fatigue | 0 |
Physical Save | 150.34384964183 |
Spell Save | 146.32100641176 |
Mental Save | 203.32103455413 |
Defense: Resistances
All | + 69%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 41% |
Fear Resistance | 35% |
Poison Resistance | 30% |
Blind Resistance | 80% |
Silence Resistance | 85% |
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 655 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1397 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
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 magical effect and reduce all damage taken by 88% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 68). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 135) for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Predator | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Temporal | 0.80 |
| 1/5 |
| 13/5 |
| 3/5 |
| 13/5 |
Gluttony / Digestion | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Gluttony / Pica | 1.30 |
| 13/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Gluttony / Feast | 1.30 |
| 1/5 |
| 6/5 |
| 13/5 |
| 13/5 |
Cursed / Endless hunt | 1.00 |
| 13/5 |
| 7/5 |
| 1/5 |
| 13/5 |
Gluttony / Famine | 1.50 |
| 13/5 |
| 1/5 |
| 13/5 |
| 13/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 13/5 |
| 13/5 |
| 7/5 |
| 5/5 |
Cursed / Cursed form | 1.16 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat training | 1.00 |
| 13/5 |
| 5/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Gluttony / Gourmand | 1.50 |
| 10/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Race / Ogre | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Arcane Shield |
talent | Gravity Locus |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Arcane Power |
talent | Premonition |
talent | Wildfire |
talent | Kinetic Aura |
talent | Hurricane |
talent | Shattering Impact |
talent | Surge |
talent | Stalk |
talent | Voracity |
talent | Blood Fury |
talent | Gloom |
talent | Total Thuggery |
talent | Fiery Hands |
talent | Dark Ritual |
talent | Mitosis |
talent | Berserker |
talent | Feather Wind |
talent | Thought-Form: Bowman |
talent | Beyond the Flesh |
talent | Animus Hoarder |
talent | Blood Vengeance |
talent | Thunderstorm |
talent | Shielding |
talent | Shadow Combat |
talent | Frostdusk |
talent | Carbon Spikes |
talent | Hymn of Shadows |
talent | Corona |
talent | Phantasmal Mirror |
talent | Essence of Speed |
talent | Kinetic Shield |
talent | Energy Decomposition |
talent | Bone Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.2)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +22% critical damage, +25% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 9.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / shalore with 100% effectiveness. Kills: 82 / 102 kills, Damage: +23% / +54%, Attack: +12 / +31, Stun: -- / 10.9%, Outmaneuver: 13.9% / 32.6% Predator |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 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 19 air and an additional 8 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 9 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 | Increases global action speed by 10%. Haste |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
beneficial effect | Do not try to resist it! Ogric Wrath |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +14 Defense, +7 Ranged Defense Power 2+: -1 Luck, +13 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+52% chance to avoid traps). Power 4+: Unfortunate End: There is a 38% chance that the damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's spellpower has been increased by 57. Spellsurge |
beneficial effect | The target's blight and acid damage is increased by 66%. Bloodfury |
beneficial effect | The target is surrounded by a time distortion, absorbing 2419/2419 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 60%. Time Shield |
beneficial effect | The target is mimicking a previous victim. (+9 Strength, +9 Dexterity, +0 Magic, +9 Willpower, +9 Cunning, +8 Constitution) Mimic |
beneficial effect | Increases global action speed by 38%. Speed |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+36% resist all). Shroud of Passing |
beneficial effect | The target is surrounded by a magical shield, absorbing 2241/2241 damage nil before it crumbles. Damage Shield |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +33 Darkness Resistance, +16% 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 36% 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 36% for 3 turns. |
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 grave | active |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. * (2) Deliver an important message to a snow giant outfitter or a lonely ranger. (Locations: Caravan, Daikara, Old Forest). (3) delivered. * (4) Deliver an important message to an antiquities dealer. (Location: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 improved talent Unflinching Resolve (+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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 419. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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 squid ink. 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 bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. * You've found the needed sandworm tooth. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within21 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | fire opal 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% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
Around waist | rough leather belt 'Cloudserpent' (Madness) rough leather belt 'Cloudserpent' (Madness)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Physical power: +33 (+3 eff.) Armour: +7 Defense: +7 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +12 Str / +8 Dex / +2 Wil / +8 Cun / +16 Con / +12 Lck Changes resistances: +10% lightning / +7% temporal Changes resistances penetration: +15% acid Changes damage: +3% lightning Reduced damage from: +21% Summoned Grants telepathy: Dragon Critical mult.: +44.00% Trap disarming bonus: +19 Stealth bonus: +13 Physical save: +34 (+4 eff.) Spell save: +7 (+1 eff.) Mental save: +33 (+3 eff.) Maximum life: +54.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +2% Infravision radius: +8 Size category: +4 Curse of Madness A belt that goes around your waist. Press to compare |
Quiver | Undeathhunger (Nightmares) (18/18, 15-18 power, 1 apr) Undeathhunger (Nightmares) (18/18, 15-18 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 On weapon hit: * 40% chance to daze * Slows global speed by 40% * 10% chance to knock the target back On weapon crit: * splashes the target with acid Damage (Ranged): +7 acid / +19 physical / +4 nature Burst (radius 2) on crit: +4 nature / +8 lightning Curse of Nightmares Shots are used with slings to pummel your foes to death. Press to compare |
On feet | Cindercast (Shrouds) (4 def, 13 armour) Cindercast (Shrouds) (4 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -17% Damage when hit (Melee): 8 fire Changes stats: +8 Str / +6 Dex / +3 Wil / +10 Cun / +14 Con Changes resistances: +6% fire / +5% arcane / +9% darkness Changes resistances penetration: +6% physical Changes damage: +6% physical Maximum encumbrance: +52 Physical save: +54 (+7 eff.) Spell save: +29 (+4 eff.) Mental save: +40 (+4 eff.) Blindness immunity: +15% Poison immunity: +30% Teleport immunity: +10% Stamina each turn: +0.30 Only die when reaching: -60.00 life Maximum life: +36.00 Mindpower: +4 (+0 eff.) Infravision radius: +4 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Size category: +1 Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 61 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. Press to compare |
Light source | brass lantern 'Aerowen' (Misfortune) brass lantern 'Aerowen' (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +12.0% Physical power: +18 (+2 eff.) Defense: +21 (+4 eff.) Damage when hit (Melee): 12 mind Changes stats: +16 Wil / +3 Cun / +9 Con Changes resistances: +21% blight Changes resistances penetration: +10% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +36.00% Physical save: +35 (+4 eff.) Spell save: +36 (+4 eff.) Mental save: +61 (+6 eff.) Life regen: +5.80 Maximum life: +48.00 Maximum hate: +4.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +5 See stealth: +18 See invisible: +21 Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune 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 | (Forged Item) Aroruirak the elven-silk wizard hat (Shrouds) (9 def, 20 armour) (Forged Item) Aroruirak the elven-silk wizard hat (Shrouds) (9 def, 20 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +4 (+0 eff.) Armour: +20 Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 6 physical Changes stats: +19 Str / +14 Dex / +26 Mag / +31 Wil / +31 Cun / +39 Con Changes resistances: +40% lightning / +32% temporal / +50% light / +56% fire / +8% nature / +22% acid / +14% physical / +22% blight / +32% cold / +26% mind / +49% darkness Changes damage: +13% physical / +30% light / +15% temporal / +20% mind / +40% arcane / +15% darkness Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Physical save: +29 (+4 eff.) Spell save: +37 (+5 eff.) Mental save: +127 (+12 eff.) Disarm immunity: +22% Confusion immunity: -40% Stun/Freeze immunity: +24% Fear immunity: -40% Knockback immunity: +24% Mana each turn: +3.40 Mana when hit: +2.40 Psi when hit: +0.16 Only die when reaching: -40.00 life Maximum life: +44.00 Maximum mana: +110.00 Maximum hate: +6.00 Maximum psi: +31.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +6% Mindpower: +10 (+1 eff.) Mental crit. chance: +20% Infravision radius: +6 Skullcracker multiplicator: +4 Curse of Shrouds It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 118/118. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A pointy cloth hat, very wizardly... Press to compare |
On hands | drakeskin leather gloves 'Pussmash' (Shrouds) (0 def, 46 armour) drakeskin leather gloves 'Pussmash' (Shrouds) (0 def, 46 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+3 eff.) Armour penetration: +13 Physical crit. chance: +21.0% Armour: +46 Armour Hardiness: +12% Fatigue: -2% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 29 blight / 13 physical / 35 darkness / 36 mind Changes stats: +15 Str / +14 Dex / +6 Mag / +10 Wil / +18 Cun / +28 Con Changes resistances: +26% blight / +9% physical / +10% light / +10% darkness Changes damage: +22% blight / +11% physical Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +21.00% Physical save: +32 (+4 eff.) Mental save: +46 (+4 eff.) Disarm immunity: +144% Maximum life: +225.00 Maximum stamina: +5.00 Spell crit. chance: +20% Mindpower: +10 (+1 eff.) Mental crit. chance: +19% Infravision radius: +2 Healing mod.: +15% When used to modify unarmed attacks: Base power: 68.0 - 74.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +59 Armour Penetration: +14 Physical crit. chance: +34.0% Attack speed: 100% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Soul Rot (40% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +12 nature / +15 physical Burst (radius 2) on crit: +15 physical / +41 light / +34 blight / +8 nature / +50 darkness Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | iron pickaxe 'Duathelbutcher' (Madness) (dig speed 1 turns) iron pickaxe 'Duathelbutcher' (Madness) (dig speed 1 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Physical power: +18 (+2 eff.) Armour: +3 Defense: +5 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +5 Str / +6 Cun / +4 Con Changes resistances: +12% temporal / +6% physical / +33% nature / +7% arcane Changes resistances penetration: +25% mind Changes damage: +20% mind / +14% fire / +6% arcane / +18% nature Critical mult.: +46.00% Mental save: +14 (+1 eff.) Light radius: +2 Infravision radius: +9 Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Blindtouch (Madness) Blindtouch (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Physical power: +32 (+3 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 4 mind / 12 physical Changes stats: +9 Str / +11 Dex / +25 Mag / +24 Wil / +42 Cun / +16 Con Changes resistances: +38% darkness / +6% light Changes damage: +19% darkness / +9% mind Spell save: +36 (+4 eff.) Disarm immunity: +47% Pinning immunity: +50% Stun/Freeze immunity: +46% Knockback immunity: +50% Life regen: +3.90 Hate when firing a critical mind attack: +3.00 Only die when reaching: -80.00 life Maximum life: +50.00 Maximum stamina: +52.00 Maximum hate: +14.00 Spellpower: +45 (+4 eff.) Mindpower: +39 (+4 eff.) Light radius: +4 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
On fingers | Betywen (Nightmares) Betywen (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +2.0% Physical power: +26 (+2 eff.) Defense: +31 (+6 eff.) Fatigue: -2% Effects on melee hit: * 16% chance to cause random gloom * 56% chance to blind Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom * 56% chance to blind Damage (Ranged): 21 bleed Changes stats: +18 Mag / +7 Wil / +44 Cun / +5 Con Changes resistances: +18% mind / +1% physical Changes damage: +27% mind / +8% all Critical mult.: +12.00% Physical save: +35 (+4 eff.) Spell save: +18 (+2 eff.) Blindness immunity: +40% Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum stamina: +34.00 Maximum hate: +13.00 Spellpower: +68 (+6 eff.) Mindpower: +43 (+4 eff.) Infravision radius: +6 See stealth: +21 See invisible: +21 Movement speed: +22% Healing mod.: +15% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. Press to compare |
Around neck | Shadewitch the gold amulet (Misfortune) Shadewitch the gold amulet (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Physical crit. chance: +10.0% Fatigue: -16% Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 11% chance to blind Changes stats: +7 Str / +15 Dex / +4 Mag / +11 Wil / +16 Cun / +16 Con Changes resistances: +9% blight / +22% temporal / +15% darkness Changes resistances penetration: +5% blight / +10% darkness / +5% mind Changes damage: +7% temporal / +17% light / +18% darkness / +33% mind / +6% physical Talent mastery: +0.16 Cursed / Cursed form Critical mult.: +32.00% Physical save: +15 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +27 (+2 eff.) Blindness immunity: +25% Confusion immunity: +19% Pinning immunity: +38% Knockback immunity: +32% Life regen: +1.90 Stamina each turn: +2.20 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +11 (+1 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +11 Movement speed: +20% Curse of Misfortune Amulets can have magical properties. Press to compare |
Main armor | Bethyssra (Madness) (10 def, 5 armour) Bethyssra (Madness) (10 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes stats: +13 Mag / +11 Wil / +30 Cun Changes resistances: +33% lightning / +31% darkness / +3% acid / +6% fire / +45% mind / +6% arcane Changes resistances penetration: +20% mind Changes damage: +20% lightning / +35% mind Critical mult.: +61.00% Physical save: +50 (+6 eff.) Spell save: +50 (+6 eff.) Mental save: +65 (+6 eff.) Silence immunity: +85% Disarm immunity: +10% Stun/Freeze immunity: +10% Mana each turn: +0.39 Psi each turn: +1.00 Spellpower on spell critical (stacks up to 3 times): +19 Hate when firing a critical mind attack: +15.00 Psi when firing a critical mind attack: +15.00 Maximum mana: +100.00 Maximum psi: +40.00 Spellpower: +76 (+6 eff.) Spell crit. chance: +20% Mindpower: +16 (+1 eff.) Mental crit. chance: +11% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Swallowed Gems | aquamarine 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
In off hand | Elenuvon the Splendoursnake (Misfortune) (10-13 power, 6 apr) Elenuvon the Splendoursnake (Misfortune) (10-13 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * martyrs the target causing them to take your spellpower percent of any damage they do, for 4 turns * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns * blinds the target for 4 turns * poisons the target, causing nature damage equal to half you spellpower per turn and reducing their damage by half your spellpower percent, for 4 turns * confuses the target with your spellpower as confusion strength for 4 turns Damage conversion: 15% lightning / 15% acid / 30% mind / 15% blight When wielded/worn: Damage when hit (Melee): 8 mind / 16 light Changes stats: +3 Mag / +3 Wil Changes resistances: +6% mind / +9% acid Changes resistances penetration: +10% acid / +24% physical / +36% blight / +12% temporal / +47% mind / +12% nature Changes damage: +12% lightning / +21% acid / +30% mind / +12% blight Mana each turn: +0.18 Maximum mana: +40.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Talent on hit(spell): Soul Rot (80% chance level 24). Curse of Misfortune It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 30 turns. Sharp, short and deadly. Press to compare |
Cloak | Airnoon (Nightmares) (15 def, 0 armour) Airnoon (Nightmares) (15 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +15 (+3 eff.) Damage when hit (Melee): 8 blight / 4 lightning Changes stats: +6 Str / +7 Dex / +7 Mag / +19 Wil / +16 Cun / +8 Con Changes resistances: +6% lightning / +14% temporal / +14% darkness / +12% blight / +12% nature Changes resistances penetration: +7% arcane Changes damage: +6% arcane / +3% blight Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Physical save: +14 (+2 eff.) Spell save: +7 (+1 eff.) Life regen: +1.40 Maximum mana: +83.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +9% Mental crit. chance: +20% Healing mod.: +14% Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. 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 |
In main hand | Falodutorim the dwarven-steel greatsword (Misfortune) (96.5-154.4 power, 2 apr) Falodutorim the dwarven-steel greatsword (Misfortune) (96.5-154.4 power, 2 apr)Requires: - Strength 24 Infused by nature 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: 96.5 - 154.4 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +51 insidious poison / +13 temporal / +19 nature / +40 mind Burst (radius 2) on crit: +28 ice / +8 mind When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +16 Physical crit. chance: +14.0% Armour: +13 Defense: +16 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str Changes resistances penetration: +16% cold / +35% mind / +14% physical Changes damage: +6% arcane / +29% physical Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Reduces incoming crit damage: 15.00% Disarm immunity: +53% Stamina when hit: +3.00 Infravision radius: +3 See invisible: +9 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. Massive two-handed swords. Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 591)healing infusion of the duelist (heal 591) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 591 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. healing infusion of the psychic (heal 1162)healing infusion of the psychic (heal 1162) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1162 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 2239 over 5 turns) regeneration infusion of the sneak (heal 2239 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2239 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 2223 over 5 turns) regeneration infusion of the sneak (heal 2223 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2223 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 2248 over 5 turns) regeneration infusion of the sneak (heal 2248 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2248 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 6; power 101; turns 4; dispells darkness) sun infusion of the duelist (rad 6; power 101; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 50). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 101) for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
This item will automatically be transmogrified when you leave the level. sun infusion of the warrior (rad 5; power 135; turns 5; dispells darkness)sun infusion of the warrior (rad 5; power 135; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 67). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 135) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion (resist 23%; cure physical) wild infusion (resist 23%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the psychic (resist 59%; cure magical) wild infusion of the psychic (resist 59%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 59% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
insidious poison infusion (14 nature damage, 27% healing reduction) insidious poison infusion (14 nature damage, 27% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.81 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 32; power 97; dur 4) phase door rune of the wizard (range 32; power 97; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 97%, your defense is increased by 97 and all your resistances by 97%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 763 for 3 turns) shielding rune of the duelist (absorb 763 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 763 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the wizard (absorb 1227 for 4 turns) shielding rune of the wizard (absorb 1227 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1227 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
teleportation rune of the sneak (range 655) teleportation rune of the sneak (range 655)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 655 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
enchantment rune of the titan (+119 for 9 turns) enchantment rune of the titan (+119 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 119 and adds 212 arcane damage to all your hits. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Prismhacker the copper amulet (Misfortune) Prismhacker the copper amulet (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Fatigue: -11% Effects on melee hit: * 45% chance to blind Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict damage reduction Damage when hit (Melee): 8 light Changes stats: +4 Dex / +3 Wil / +5 Cun / +5 Con Changes resistances: +14% lightning Changes resistances penetration: +15% light Changes damage: +6% physical / +7% light / +7% blight / +22% fire / +7% darkness Grants telepathy: Dragon Humanoid/Orc Critical mult.: +17.00% Physical save: +26 (+3 eff.) Spell save: +26 (+3 eff.) Mental save: +39 (+4 eff.) Confusion immunity: +13% Stun/Freeze immunity: +26% Life regen: +2.30 Stamina each turn: +0.50 Psi when hit: +0.12 Spellpower: +7 (+1 eff.) Mindpower: +7 (+1 eff.) Movement speed: +10% Combat speed: +10% Curse of Misfortune Amulets can have magical properties. Press to compare |
Withering Orbs (Misfortune) Withering Orbs (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
This item will automatically be transmogrified when you leave the level. clarifying copper amulet of cunning (+3) (Corpses)clarifying copper amulet of cunning (+3) (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% mind Confusion immunity: +22% Curse of Corpses Amulets can have magical properties. Press to compare |
copper amulet 'Shinebrand' (Corpses) copper amulet 'Shinebrand' (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Str / +1 Dex / +7 Con Grants telepathy: Dragon Talent mastery: +0.15 Cursed / Predator Curse of Corpses Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. copper amulet of dexterity (+3) (Nightmares)copper amulet of dexterity (+3) (Nightmares) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Curse of Nightmares Amulets can have magical properties. Press to compare |
Skysweeper the steel amulet (Corpses) Skysweeper the steel amulet (Corpses)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+2 eff.) Damage when hit (Melee): 8 mind / 20 blight Changes stats: +7 Str / +7 Dex / +6 Wil / +11 Lck Changes resistances: +6% blight / +9% physical / +21% mind / +6% lightning Changes resistances penetration: +15% mind Changes damage: +3% blight / +9% mind Talent mastery: +0.21 Technique / Combat training Physical save: +15 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+1 eff.) Cut immunity: +60% Confusion immunity: +32% Teleport immunity: +50% Stamina each turn: +0.60 Healing mod.: +18% Reduce all damage from unseen attackers: 14% Curse of Corpses It can be used to teleport you randomly (rad 44), putting all charms on cooldown for 15 turns. Amulets can have magical properties. Press to compare |
gold amulet 'Tempesthunger' (Nightmares) gold amulet 'Tempesthunger' (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +14 Physical crit. chance: +10.0% Armour: +5 Defense: +9 (+2 eff.) Fatigue: -24% Changes stats: +8 Dex / +14 Wil / +10 Cun / +20 Con Changes resistances: +6% light / +6% lightning Changes resistances cap: +5% all Changes resistances penetration: +5% mind / +10% lightning Changes damage: +10% blight / +11% fire / +9% lightning Grants telepathy: Dragon Talent mastery: +0.28 Cursed / Cursed form Critical mult.: +52.00% Physical save: +70 (+9 eff.) Spell save: +36 (+4 eff.) Mental save: +74 (+7 eff.) Confusion immunity: +54% Life regen: +8.60 Stamina each turn: +1.10 Hate when firing a critical mind attack: +4.00 Maximum life: +60.00 Maximum hate: +6.00 Spellpower: +11 (+1 eff.) Mindpower: +31 (+3 eff.) Movement speed: +10% Curse of Nightmares Amulets can have magical properties. Press to compare |
Brightsmasher (Misfortune) Brightsmasher (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Physical power: +18 (+2 eff.) Fatigue: -27% Effects on melee hit: * 20% chance to disease Changes stats: +9 Str / +17 Dex / +14 Mag / +11 Wil / +9 Cun / +9 Con Changes resistances: +24% mind Changes resistances penetration: +25% mind Changes damage: +8% darkness / +8% temporal / +7% light / +26% physical Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.25 Cursed / Cursed aura +0.25 Cursed / Cursed form Critical mult.: +34.00% Physical save: +44 (+6 eff.) Spell save: +44 (+6 eff.) Mental save: +43 (+4 eff.) Blindness immunity: +28% Confusion immunity: +35% Life regen: +8.60 Stamina each turn: +1.30 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Light radius: +1 Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +10% Combat speed: +20% Curse of Misfortune Amulets can have magical properties. Press to compare |
Mardudoldil (Misfortune) Mardudoldil (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Fatigue: -35% Changes stats: +26 Str / +17 Dex / +20 Mag / +14 Wil / +13 Cun / +7 Con Changes resistances: +21% light / +26% darkness Changes damage: +8% lightning / +16% temporal / +15% light / +7% fire / +8% acid / +15% physical / +7% cold / +12% mind / +15% darkness Talent masteries: +0.32 Cursed / Cursed aura +0.32 Spell / Temporal Critical mult.: +9.00% Mental save: +13 (+1 eff.) Blindness immunity: +44% Confusion immunity: +22% Life regen: +8.60 Stamina each turn: +1.30 Mana each turn: +0.44 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +18% Mindpower: +13 (+1 eff.) Movement speed: +10% Curse of Misfortune Amulets can have magical properties. Press to compare |
voratun amulet 'Mayuba' (Shrouds) voratun amulet 'Mayuba' (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +3.0% Fatigue: -14% Changes stats: +20 Str / +19 Dex / +35 Mag / +31 Wil Changes resistances: +3% acid / +3% blight / +9% fire / +6% mind / +15% nature Changes damage: +8% lightning / +16% temporal / +14% darkness / +23% fire / +8% acid / +16% physical / +15% blight / +8% cold / +16% light Talent mastery: +0.40 Cursed / Endless hunt Critical mult.: +18.00% Maximum encumbrance: +10 Physical save: +22 (+3 eff.) Spell save: +25 (+3 eff.) Mental save: +50 (+5 eff.) Disarm immunity: +15% Confusion immunity: +64% Teleport immunity: +50% Life regen: +3.50 Only die when reaching: -60.00 life Spellpower: +33 (+3 eff.) Spell crit. chance: +16% Mindpower: +27 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Shrouds It can be used to teleport you randomly (rad 63), putting all charms on cooldown for 15 turns. Amulets can have magical properties. Press to compare |
Dawnwend (Shrouds) Dawnwend (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +11 Physical power: +45 (+4 eff.) Armour: +6 Defense: +25 (+5 eff.) Damage when hit (Melee): 20 acid Changes stats: +13 Str / +2 Dex / +4 Mag / +5 Wil / +19 Cun / +16 Con Changes resistances: +24% darkness Changes resistances penetration: +5% acid / +10% physical / +5% light Changes damage: +6% physical / +12% darkness / +15% all Critical mult.: +10.00% Spell save: +12 (+2 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +26% Maximum stamina: +16.00 Maximum psi: +50.00 Spellpower: +38 (+3 eff.) Mindpower: +37 (+3 eff.) Light radius: +1 Healing mod.: +10% Curse of Shrouds 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 |
Layegana the Nimbusire (Nightmares) Layegana the Nimbusire (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Defense: +16 (+3 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +5 Dex / +12 Wil / +18 Cun / +5 Con Changes resistances: +24% light / +12% mind Changes damage: +9% lightning / +12% light / +12% mind Reduces incoming crit damage: 15.00% Mental save: +8 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+1 eff.) Mindpower: +14 (+1 eff.) Movement speed: +13% Activating this item is instant. Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
Mayowyn the copper ring (Madness) Mayowyn the copper ring (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Fatigue: -5% Effects on melee hit: * 15% chance to corrode armour Changes stats: +5 Str / +5 Con Changes resistances: +9% fire / +1% physical Maximum encumbrance: +21 Disease immunity: +5% Disarm immunity: +20% Curse of Madness Rings can have magical properties. Press to compare |
Wheel of Fate (Madness) Wheel of Fate (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 acid Changes stats: +9 Mag / +5 Wil / +3 Cun Changes resistances: +9% darkness / +9% acid Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+1 eff.) Mana each turn: +0.04 Spellpower: +14 (+1 eff.) Defense after a teleport: +19 Resist all after a teleport: +8% New effects duration reduction after a teleport: +32% Curse of Madness It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
Xavea the Viperpain (Nightmares) Xavea the Viperpain (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 27 acid / 8 nature / 4 lightning Changes stats: +10 Dex / +5 Mag / +10 Wil / +11 Cun Changes resistances: +30% lightning / +24% darkness / +6% nature Changes resistances penetration: +15% acid Changes damage: +12% lightning / +12% darkness / +5% all Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +26% Life regen: +1.50 Maximum life: +125.00 Spellpower: +15 (+1 eff.) Mindpower: +15 (+1 eff.) Healing mod.: +28% Curse of Nightmares Rings can have magical properties. Press to compare |
copper ring 'Lightningraptor' (Nightmares) copper ring 'Lightningraptor' (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +21 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Damage when hit (Melee): 16 light / 8 lightning Changes stats: +10 Str / +10 Dex / +10 Wil / +18 Cun / +13 Con Changes resistances: +21% blight / +21% nature / +15% lightning Changes damage: +15% lightning Spell save: +37 (+5 eff.) Mental save: +7 (+1 eff.) Poison immunity: +40% Disease immunity: +38% Confusion immunity: +26% Life regen: +0.80 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum life: +51.00 Maximum stamina: +16.00 Maximum hate: +7.00 Spellpower: +7 (+1 eff.) Mindpower: +21 (+2 eff.) Healing mod.: +14% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. warrior's copper ring (Madness)warrior's copper ring (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Curse of Madness Rings can have magical properties. Press to compare |
Vargh Redemption (Madness) Vargh Redemption (Madness)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 Madness It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 39.68 cold and 60.15 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 |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of lightning (+24%) (Shrouds)marksman's steel ring of lightning (+24%) (Shrouds) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +24% lightning Changes damage: +12% lightning Curse of Shrouds Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. psionicist's steel ring of tenacity (Misfortune)psionicist's steel ring of tenacity (Misfortune) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+0 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +23.00 Curse of Misfortune Rings can have magical properties. Press to compare |
steel ring 'Gleamzephyr' (Corpses) steel ring 'Gleamzephyr' (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +11 Physical power: +29 (+2 eff.) Defense: +23 (+5 eff.) Effects on melee hit: * 14% chance to cause random gloom * 60% chance to blind Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 4 light Changes stats: +13 Str / +20 Dex / +5 Mag / +37 Cun / +17 Con Changes resistances: +15% blight / +9% temporal / +28% nature / +12% light Changes damage: +9% light / +9% darkness / +14% nature / +6% all Spell save: +13 (+2 eff.) Disarm immunity: +26% Pinning immunity: +27% Stun/Freeze immunity: +59% Knockback immunity: +32% Life regen: +4.00 Hate when firing a critical mind attack: +2.00 Maximum life: +32.00 Maximum stamina: +21.00 Maximum hate: +9.00 Spellpower: +20 (+2 eff.) Mindpower: +11 (+1 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
Issabers the Offalqueller (Corpses) Issabers the Offalqueller (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +56 (+8 eff.) Armour penetration: +30 Physical power: +17 (+1 eff.) Defense: +34 (+6 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +17 Dex / +7 Mag / +16 Wil / +41 Cun Changes resistances: +36% acid / +12% temporal / +18% blight / +3% cold / +6% nature / +21% mind Changes damage: +18% acid / +18% blight / +18% mind / +8% all Mental save: +6 (+1 eff.) Disarm immunity: +74% Pinning immunity: +44% Stun/Freeze immunity: +5% Knockback immunity: +44% Life regen: +1.70 Only die when reaching: -20.00 life Maximum life: +124.00 Spellpower: +28 (+2 eff.) Mindpower: +43 (+4 eff.) Healing mod.: +22% 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 |
Glyra the Morningtouch (Corpses) Glyra the Morningtouch (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +18 (+4 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 50 bleed Effects on ranged hit: * 38% chance to cause random gloom Damage (Ranged): 40 bleed Changes stats: +8 Mag / +8 Wil / +20 Cun Changes resistances: +40% lightning / +9% temporal / +12% blight Changes damage: +20% lightning / +6% light Blindness immunity: +40% Stun/Freeze immunity: +49% Knockback immunity: +15% Life regen: +4.80 Hate when firing a critical mind attack: +6.00 Maximum hate: +30.00 Spellpower: +14 (+1 eff.) Light radius: +3 Infravision radius: +6 See stealth: +25 See invisible: +25 Movement speed: +21% Activating this item is instant. Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. earthen elm vilestaff of illumination (Madness) (10-12 power, 2 apr, blight element)earthen elm vilestaff of illumination (Madness) (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +2% Defense: +6 (+1 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +2 Curse of Madness 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 487.86 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. elm magestaff of fate (Madness) (10-12 power, 2 apr, cold element)elm magestaff of fate (Madness) (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. elm magestaff of power (Corpses) (10-12 power, 2 apr, arcane element)elm magestaff of power (Corpses) (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. elm starstaff of illumination (Corpses) (10-12 power, 2 apr, physical element)elm starstaff of illumination (Corpses) (10-12 power, 2 apr, physical element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Corpses 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 487.86 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. elm vilestaff of blood (Madness) (10-12 power, 2 apr, darkness element)elm vilestaff of blood (Madness) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 draining blight When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Life leech chance: +5% Life leech: +6% Curse of Madness Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. elm vilestaff of projection (Shrouds) (10-12 power, 2 apr, blight element)elm vilestaff of projection (Shrouds) (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +3% Curse of Shrouds It can be used to project a bolt from the staff (to range 6) dealing 176.55 - 211.86 blight damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. potent elm vilestaff (Corpses) (13-15.6 power, 2 apr, fire element)potent elm vilestaff (Corpses) (13-15.6 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% fire Talent granted: +1 Command Staff Spellpower: +5 (+0 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. shimmering elm starstaff of might (Nightmares) (10-12 power, 2 apr, darkness element)shimmering elm starstaff of might (Nightmares) (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +30.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +6% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron battleaxe (Corpses) (16.5-24.75 power, 1 apr)balanced iron battleaxe (Corpses) (16.5-24.75 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+2 eff.) Disarm immunity: +28% Curse of Corpses Massive two-handed battleaxes. Press to compare |
This item will automatically be transmogrified when you leave the level. blazebringer's steel greatmaul (Nightmares) (30-45 power, 2 apr)blazebringer's steel greatmaul (Nightmares) (30-45 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +9 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +1% Curse of Nightmares Massive two-handed mauls. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword (Shrouds) (18.5-29.6 power, 1 apr)acidic iron greatsword (Shrouds) (18.5-29.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Curse of Shrouds Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing iron greatsword of massacre (Madness) (25.5-40.8 power, 1 apr)arcing iron greatsword of massacre (Madness) (25.5-40.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Curse of Madness Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing iron greatsword of massacre (Misfortune) (24-38.4 power, 1 apr)arcing iron greatsword of massacre (Misfortune) (24-38.4 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Curse of Misfortune Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron greatsword (Misfortune) (15.5-24.8 power, 1 apr)balanced iron greatsword (Misfortune) (15.5-24.8 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+2 eff.) Disarm immunity: +29% Curse of Misfortune Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron greatsword of erosion (Nightmares) (15-24 power, 1 apr)balanced iron greatsword of erosion (Nightmares) (15-24 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +9 temporal When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+2 eff.) Disarm immunity: +28% Curse of Nightmares Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing steel greatsword (Nightmares) (23.5-37.6 power, 2 apr)arcing steel greatsword (Nightmares) (23.5-37.6 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Curse of Nightmares Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron longsword of daylight (Nightmares) (10.5-14.7 power, 2 apr)acidic iron longsword of daylight (Nightmares) (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 light / +5 acid Damage against: +6% Undead Curse of Nightmares Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron longsword of paradox (Shrouds) (11.5-16.1 power, 2 apr)acidic iron longsword of paradox (Shrouds) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +6 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +6% temporal Curse of Shrouds Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron longsword (Corpses) (12.5-17.5 power, 2 apr)balanced iron longsword (Corpses) (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +21% Curse of Corpses Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron longsword of massacre (Misfortune) (15.5-21.7 power, 2 apr)iron longsword of massacre (Misfortune) (15.5-21.7 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Misfortune Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. slime-covered iron longsword of massacre (Nightmares) (17.5-24.5 power, 2 apr)slime-covered iron longsword of massacre (Nightmares) (17.5-24.5 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 5% Curse of Nightmares Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron mace (Shrouds) (11.5-16.1 power, 2 apr)acidic iron mace (Shrouds) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Curse of Shrouds Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron mace of paradox (Shrouds) (12.5-17.5 power, 2 apr)acidic iron mace of paradox (Shrouds) (12.5-17.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +6 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Curse of Shrouds Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron mace of massacre (Nightmares) (17.5-24.5 power, 2 apr)balanced iron mace of massacre (Nightmares) (17.5-24.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +23% Curse of Nightmares Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming iron mace (Shrouds) (12-16.8 power, 2 apr)flaming iron mace (Shrouds) (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Shrouds Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mace of massacre (Corpses) (18.5-25.9 power, 2 apr)iron mace of massacre (Corpses) (18.5-25.9 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Corpses Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mace of vileness (Corpses) (12-16.8 power, 2 apr)iron mace of vileness (Corpses) (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +7 blight Curse of Corpses Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe of daylight (Misfortune) (11.5-16.1 power, 2 apr)balanced iron waraxe of daylight (Misfortune) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 light Damage against: +7% Undead When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +21% Curse of Misfortune One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe of massacre (Misfortune) (16-22.4 power, 2 apr)balanced iron waraxe of massacre (Misfortune) (16-22.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +21% Curse of Misfortune One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming iron waraxe (Corpses) (11-15.4 power, 2 apr)flaming iron waraxe (Corpses) (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Corpses One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming iron waraxe (Madness) (11.5-16.1 power, 2 apr)flaming iron waraxe (Madness) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Madness One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. iron waraxe of crippling (Corpses) (11.5-16.1 power, 2 apr)iron waraxe of crippling (Corpses) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Curse of Corpses One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of paradox (Madness) (9.5-12.35 power, 5 apr)acidic iron dagger of paradox (Madness) (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +5 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +4% temporal Curse of Madness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing iron dagger (Madness) (11-14.3 power, 5 apr)arcing iron dagger (Madness) (11-14.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning Curse of Madness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing iron dagger of projection (Nightmares) (10-13 power, 5 apr)arcing iron dagger of projection (Nightmares) (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning / +6 mind Curse of Nightmares 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, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of phasing (Corpses) (9.5-12.35 power, 11 apr)balanced iron dagger of phasing (Corpses) (9.5-12.35 power, 11 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +18% Curse of Corpses Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of projection (Corpses) (9-11.7 power, 5 apr)balanced iron dagger of projection (Corpses) (9-11.7 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +16% Curse of Corpses 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, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. flaming iron dagger (Shrouds) (10-13 power, 5 apr)flaming iron dagger (Shrouds) (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Shrouds Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron dagger (Corpses) (10.5-13.65 power, 5 apr)iron dagger (Corpses) (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron dagger (Misfortune) (9-11.7 power, 5 apr)iron dagger (Misfortune) (9-11.7 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Misfortune Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (Shrouds) (10-13 power, 5 apr)iron dagger of erosion (Shrouds) (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal Curse of Shrouds Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. iron dagger of massacre (Madness) (15-19.5 power, 5 apr)iron dagger of massacre (Madness) (15-19.5 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. thought-forged iron dagger (Corpses) (10-13 power, 5 apr)thought-forged iron dagger (Corpses) (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Curse of Corpses Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of projection (Corpses) (12.5-16.25 power, 6 apr)balanced steel dagger of projection (Corpses) (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +4 (+1 eff.) Disarm immunity: +16% Curse of Corpses 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, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. voratun dagger of massacre (Corpses) (42-54.6 power, 9 apr)voratun dagger of massacre (Corpses) (42-54.6 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. gifted mossy mindstar (Madness) (3-3.3 power, 12 apr, nature damage)gifted mossy mindstar (Madness) (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +5 (+0 eff.) Mental crit. chance: +1% 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. Press to compare |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar (Shrouds) (2.5-2.75 power, 12 apr, mind damage)horrifying mossy mindstar (Shrouds) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +2% mind / +2% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. mossy mindstar of balance (Madness) (2.5-2.75 power, 12 apr, mind damage)mossy mindstar of balance (Madness) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +2 (+0 eff.) Equilibrium when hit: +0.50 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. Press to compare |
This item will automatically be transmogrified when you leave the level. mossy mindstar of clarity (Corpses) (2.5-2.75 power, 12 apr, mind damage)mossy mindstar of clarity (Corpses) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +2 (+0 eff.) Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. mossy mindstar of life (Nightmares) (2.5-2.75 power, 12 apr, mind damage)mossy mindstar of life (Nightmares) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. mossy mindstar of the solstice (Nightmares) (3-3.3 power, 12 apr, mind damage)mossy mindstar of the solstice (Nightmares) (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +2 ice / +3 fire When wielded/worn: Changes stats: +3 Con Changes resistances: +3% temporal Changes damage: +2% fire / +6% temporal / +2% cold Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. nature's mossy mindstar (Shrouds) (3-3.3 power, 12 apr, mind damage)nature's mossy mindstar (Shrouds) (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Disease immunity: +10% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
This item will automatically be transmogrified when you leave the level. iron ritual blade of mana (Madness) (9.5-12.35 power, 5 apr)iron ritual blade of mana (Madness) (9.5-12.35 power, 5 apr) Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Mana each turn: +0.09 Maximum mana: +27.00 Spell crit. chance: +2% Curse of Madness Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. caustic elm longbow (Corpses)caustic elm longbow (Corpses) Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 5% chance to corrode armour When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.50 Curse of Corpses Longbows are used to shoot arrows at your foes. Press to compare |
elm longbow 'Glimmertaint' (Madness) elm longbow 'Glimmertaint' (Madness)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Travel speed: +400% Burst (radius 2) on crit: +2 light When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +14.0% Physical power: +7 (+1 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Ammo reloads per turn: +2 Changes stats: +5 Str / +8 Dex / +6 Mag / +1 Cun Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +20% temporal / +42% physical Changes damage: +7% arcane / +27% temporal / +3% light / +62% physical Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.20 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Arrow Stitching (-2 turns) Pinning Shot (-1 turn) Pinning immunity: +10% Spellpower: +7 (+1 eff.) Infravision radius: +3 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. elm longbow of cold (Shrouds)elm longbow of cold (Shrouds) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 cold When wielded/worn: Changes damage: +9% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. elm longbow of fire (Misfortune)elm longbow of fire (Misfortune) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 fire When wielded/worn: Changes damage: +9% fire Curse of Misfortune Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of acid (Nightmares)mighty elm longbow of acid (Nightmares) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +1 Str Changes damage: +8% acid Curse of Nightmares Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. steady elm longbow of cold (Madness)steady elm longbow of cold (Madness) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +5 (+1 eff.) Changes damage: +9% cold Talent cooldown: Steady Shot (-1 turn) Curse of Madness Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of cold (Misfortune)mighty ash longbow of cold (Misfortune) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 cold When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +1 Str Changes damage: +10% cold Curse of Misfortune Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. steady ash longbow of fire (Misfortune)steady ash longbow of fire (Misfortune) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 fire When wielded/worn: Accuracy: +5 (+1 eff.) Changes damage: +10% fire Talent cooldown: Steady Shot (-1 turn) Curse of Misfortune Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. mighty rough leather sling of acid (Corpses)mighty rough leather sling of acid (Corpses) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +1 Str Changes damage: +9% acid Curse of Corpses Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. ranger's rough leather sling of lightning (Nightmares)ranger's rough leather sling of lightning (Nightmares) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 lightning When wielded/worn: Changes stats: +1 Dex Changes damage: +9% lightning Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic quiver of elm arrows (Corpses) (16/16, 14-19.6 power, 5 apr)acidic quiver of elm arrows (Corpses) (16/16, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 16 On weapon crit: * splashes the target with acid Damage (Ranged): +6 acid Curse of Corpses Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of elm arrows (Misfortune) (16/16, 14.5-20.3 power, 5 apr)psychokinetic quiver of elm arrows (Misfortune) (16/16, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 16 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +16 physical Curse of Misfortune Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of elm arrows of accuracy (Misfortune) (21/21, 12.5-17.5 power, 5 apr)psychokinetic quiver of elm arrows of accuracy (Misfortune) (21/21, 12.5-17.5 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +17 physical Curse of Misfortune Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of erosion (Shrouds) (20/20, 14-19.6 power, 5 apr)quiver of elm arrows of erosion (Shrouds) (20/20, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +6 nature / +5 temporal Curse of Shrouds Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. deadly quiver of ash arrows of accuracy (Nightmares) (23/23, 27.5-38.5 power, 7 apr)deadly quiver of ash arrows of accuracy (Nightmares) (23/23, 27.5-38.5 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 27.5 - 38.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 23 Curse of Nightmares Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. acidic pouch of iron shots (Nightmares) (21/21, 14-16.8 power, 1 apr)acidic pouch of iron shots (Nightmares) (21/21, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 On weapon crit: * splashes the target with acid Damage (Ranged): +6 acid Curse of Nightmares Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of erosion (Shrouds) (21/21, 12.5-15 power, 1 apr)pouch of iron shots of erosion (Shrouds) (21/21, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 Damage (Ranged): +6 nature / +6 temporal Curse of Shrouds Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of crippling (Nightmares) (22/22, 21.5-25.8 power, 2 apr)pouch of steel shots of crippling (Nightmares) (22/22, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +9.5% Capacity: 22 On weapon crit: * cripple the target Curse of Nightmares Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. deflecting iron shield of cold resistance (+15%) (Corpses) (9 def, 2 armour, 17.5 block)deflecting iron shield of cold resistance (+15%) (Corpses) (9 def, 2 armour, 17.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Deflect projectiles away: +5% Curse of Corpses Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. iron shield of cold resistance (+15%) (Madness) (4 def, 2 armour, 19.5 block)iron shield of cold resistance (+15%) (Madness) (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Curse of Madness Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. iron shield of fire resistance (+17%) (Corpses) (4 def, 2 armour, 20.5 block)iron shield of fire resistance (+17%) (Corpses) (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +17% fire Talent granted: +1 Block Curse of Corpses Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. iron shield of fire resistance (+15%) (Shrouds) (4 def, 2 armour, 20 block)iron shield of fire resistance (+15%) (Shrouds) (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. iron shield of lightning resistance (+15%) (Nightmares) (4 def, 2 armour, 23.5 block)iron shield of lightning resistance (+15%) (Nightmares) (4 def, 2 armour, 23.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. iron shield of radiance (Corpses) (4 def, 2 armour, 22 block)iron shield of radiance (Corpses) (4 def, 2 armour, 22 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to blind Changes stats: +2 Mag / +4 Con Changes resistances: +10% light Talent granted: +1 Block Curse of Corpses Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of cold resistance (+15%) (Corpses) (4 def, 7 armour, 42 block)reinforced iron shield of cold resistance (+15%) (Corpses) (4 def, 7 armour, 42 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Curse of Corpses Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of cold resistance (+16%) (Madness) (4 def, 7 armour, 44 block)reinforced iron shield of cold resistance (+16%) (Madness) (4 def, 7 armour, 44 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16% cold Talent granted: +1 Block Curse of Madness Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of lightning resistance (+16%) (Misfortune) (4 def, 6 armour, 39 block)reinforced iron shield of lightning resistance (+16%) (Misfortune) (4 def, 6 armour, 39 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of acid resistance (+17%) (Nightmares) (6 def, 7 armour, 60.5 block)reinforced steel shield of acid resistance (+17%) (Nightmares) (6 def, 7 armour, 60.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% acid Talent granted: +2 Block Curse of Nightmares Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. shocking steel shield (Misfortune) (6 def, 2 armour, 37.5 block)shocking steel shield (Misfortune) (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. shocking steel shield of fire resistance (+16%) (Madness) (6 def, 2 armour, 40.5 block)shocking steel shield of fire resistance (+16%) (Madness) (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning Changes resistances: +16% fire Talent granted: +2 Block Curse of Madness Handheld deflection devices. Press to compare |
stralite shield 'Porimina' (Madness) (10 def, 12 armour, 229 block) stralite shield 'Porimina' (Madness) (10 def, 12 armour, 229 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to blind Changes stats: +5 Mag / +5 Cun / +13 Con Changes resistances: +18% light / +27% cold Maximum wards: +15 lightning / +12 temporal / +15 blight / +14 fire / +15 cold Talents granted: +3 Ward +4 Block Physical save: +13 (+2 eff.) Spell save: +10 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Infravision radius: +1 See invisible: +9 Curse of Madness Handheld deflection devices. Press to compare |
Olorand (Nightmares) (0 def, 0 armour) Olorand (Nightmares) (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +20 Str / +3 Dex / +20 Mag / +20 Wil / +5 Cun / +15 Con Changes resistances: +46% lightning / +12% physical / +8% blight / +28% cold / +18% fire Changes resistances penetration: +5% physical Changes damage: +44% lightning / +40% physical / +8% light / +8% darkness / +12% mind / +12% fire / +23% nature / +32% cold Critical mult.: +12.00% Maximum encumbrance: +60 Mental save: +18 (+2 eff.) Poison immunity: +75% Disease immunity: +77% Life regen: +2.40 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum life: +52.00 Maximum stamina: +5.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +3 (+0 eff.) Mental crit. chance: +6% Healing mod.: +19% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
linen robe 'Balyruichak' (Shrouds) (6 def, 12 armour) linen robe 'Balyruichak' (Shrouds) (6 def, 12 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +5 Wil / +13 Mag Changes resistances: +21% darkness / +24% fire / +24% acid / +24% physical / +7% arcane / +7% blight / +36% cold / +32% mind / +25% light Changes resistances penetration: +16% mind / +7% temporal / +7% darkness / +15% physical Changes damage: +8% temporal / +8% darkness / +14% fire / +8% all / +14% acid / +29% physical / +14% cold / +28% mind / +20% light Talent cooldown: Refit Golem (-6 turns) Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Spell save: +11 (+1 eff.) Mental save: +66 (+6 eff.) Poison immunity: +20% Pinning immunity: +20% Teleport immunity: +10% Life regen: +2.40 Mana each turn: +0.15 Psi each turn: +0.99 Only die when reaching: -80.00 life Maximum life: +88.00 Maximum hate: +7.00 Maximum psi: +31.00 Spellpower: +12 (+1 eff.) Mindpower: +24 (+2 eff.) Mental crit. chance: +12% Light radius: +2 Healing mod.: +14% Reduces paradox anomalies(equivalent to willpower): +10 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. linen robe of blight (+12%) (Nightmares) (0 def, 0 armour)linen robe of blight (+12%) (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% blight Changes damage: +12% blight Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. linen robe of corrosion (+16%) (Madness) (0 def, 0 armour)linen robe of corrosion (+16%) (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% acid Changes damage: +11% acid Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. linen robe of darkness (+16%) (Misfortune) (0 def, 0 armour)linen robe of darkness (+16%) (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. linen robe of darkness (+16%) (Misfortune) (0 def, 0 armour)linen robe of darkness (+16%) (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. linen robe of lightning (+16%) (Nightmares) (0 def, 0 armour)linen robe of lightning (+16%) (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of corrosion (+15%) (Madness) (0 def, 0 armour)mindwoven linen robe of corrosion (+15%) (Madness) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid Mental save: +15 (+1 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of fire (+16%) (Shrouds) (0 def, 0 armour)mindwoven linen robe of fire (+16%) (Shrouds) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% fire Changes damage: +11% fire Mental save: +16 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of frost (+16%) (Misfortune) (0 def, 0 armour)mindwoven linen robe of frost (+16%) (Misfortune) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold Mental save: +15 (+1 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe (Madness) (0 def, 0 armour)spellwoven linen robe (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +15 (+2 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of light (+15%) (Nightmares) (0 def, 0 armour)spellwoven woollen robe of light (+15%) (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% light Changes damage: +10% light Spell save: +15 (+2 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Charwalker (Corpses) (9 def, 7 armour) Charwalker (Corpses) (9 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +9 (+2 eff.) Damage when hit (Melee): 12 blight / 12 temporal Changes stats: +29 Mag / +6 Wil / +14 Cun Changes resistances: +11% lightning / +9% temporal / +44% light / +33% fire / +18% acid / +18% physical / +11% blight / +29% cold / +47% mind / +68% darkness Changes resistances penetration: +14% darkness / +24% temporal / +17% mind / +43% physical Changes damage: +13% acid / +62% physical / +49% light / +34% darkness / +16% fire / +13% cold / +15% mind / +35% temporal Talent cooldown: Refit Golem (-5 turns) Critical mult.: +28.00% Physical save: +52 (+6 eff.) Spell save: +67 (+8 eff.) Mental save: +139 (+13 eff.) Silence immunity: +37% Mana each turn: +0.24 Psi each turn: +0.74 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +56.00 Maximum hate: +13.00 Maximum psi: +34.00 Maximum vim: +20.00 Spellpower: +26 (+2 eff.) Spell crit. chance: +14% Mindpower: +29 (+3 eff.) Mental crit. chance: +22% Light radius: +4 Reduces paradox anomalies(equivalent to willpower): +30 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. radiant rough leather armour (Shrouds) (1 def, 2 armour)radiant rough leather armour (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness Light radius: +1 Curse of Shrouds A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour (Misfortune) (1 def, 2 armour)rough leather armour (Misfortune) (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Curse of Misfortune A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour (Nightmares) (1 def, 2 armour)rough leather armour (Nightmares) (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Curse of Nightmares A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (Corpses) (1 def, 2 armour)rough leather armour of cold resistance (Corpses) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% cold Curse of Corpses A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (Madness) (1 def, 2 armour)rough leather armour of cold resistance (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +17% cold Curse of Madness A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour)rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% lightning Curse of Misfortune A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour of the deep (Misfortune) (1 def, 3 armour)rough leather armour of the deep (Misfortune) (1 def, 3 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Curse of Misfortune A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather armour of the hero (Nightmares) (1 def, 2 armour)rough leather armour of the hero (Nightmares) (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun Curse of Nightmares A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (Corpses) (1 def, 2 armour)spiked rough leather armour (Corpses) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Corpses A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (Madness) (1 def, 2 armour)spiked rough leather armour (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Curse of Madness A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (Misfortune) (1 def, 2 armour)spiked rough leather armour of acid resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +16% acid Curse of Misfortune A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of clarity (Misfortune) (1 def, 2 armour)spiked rough leather armour of clarity (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +5% mind Mental save: +11 (+1 eff.) Curse of Misfortune A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (Shrouds) (1 def, 2 armour)spiked rough leather armour of cold resistance (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% cold Curse of Shrouds A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of fire resistance (Corpses) (1 def, 2 armour)spiked rough leather armour of fire resistance (Corpses) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% fire Curse of Corpses A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (Corpses) (1 def, 2 armour)spiked rough leather armour of lightning resistance (Corpses) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +17% lightning Curse of Corpses A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (Madness) (1 def, 2 armour)spiked rough leather armour of lightning resistance (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% lightning Curse of Madness A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (Shrouds) (1 def, 2 armour)spiked rough leather armour of lightning resistance (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning Curse of Shrouds A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. cured leather armour of lightning resistance (Corpses) (2 def, 4 armour)cured leather armour of lightning resistance (Corpses) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +16% lightning Curse of Corpses A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (Misfortune) (2 def, 4 armour)spiked cured leather armour of acid resistance (Misfortune) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +16% acid Curse of Misfortune A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. cleansing iron mail armour (Nightmares) (2 def, 4 armour)cleansing iron mail armour (Nightmares) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +10% nature / +11% blight Curse of Nightmares A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mail armour of acid resistance (Misfortune) (2 def, 4 armour)iron mail armour of acid resistance (Misfortune) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% acid Curse of Misfortune A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mail armour of implacability (Shrouds) (2 def, 8 armour)iron mail armour of implacability (Shrouds) (2 def, 8 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Fatigue: +8% Physical save: +5 (+1 eff.) Curse of Shrouds A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mail armour of lightning resistance (Madness) (2 def, 4 armour)iron mail armour of lightning resistance (Madness) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% lightning Curse of Madness A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. iron mail armour of temporal resistance (Shrouds) (2 def, 4 armour)iron mail armour of temporal resistance (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +17% temporal Curse of Shrouds A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of cold resistance (Madness) (2 def, 4 armour)spiked iron mail armour of cold resistance (Madness) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +16% cold Curse of Madness A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour of lightning resistance (Shrouds) (3 def, 8 armour)spiked dwarven-steel mail armour of lightning resistance (Shrouds) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes resistances: +19% lightning Curse of Shrouds A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. blurring rough leather belt of carrying (Madness)blurring rough leather belt of carrying (Madness) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +21 Curse of Madness A belt that goes around your waist. Press to compare |
Mighty Girdle (Madness) Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. Press to compare |
This item will automatically be transmogrified when you leave the level. enveloping linen cloak of the Shaloren (Corpses) (6 def, 0 armour)enveloping linen cloak of the Shaloren (Corpses) (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +1 Mag / +1 Wil Physical save: +5 (+1 eff.) 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. Press to compare |
This item will automatically be transmogrified when you leave the level. regal linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)regal linen cloak of Iron Throne (Misfortune) (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Wil / +1 Con Mental save: +6 (+1 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. Press to compare |
This item will automatically be transmogrified when you leave the level. scholar's pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)scholar's pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+0 eff.) Curse of Shrouds A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. grounding pair of iron boots of uncanny dodging (Nightmares) (3 def, 3 armour)grounding pair of iron boots of uncanny dodging (Nightmares) (3 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Curse of Nightmares 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 |
This item will automatically be transmogrified when you leave the level. miner's pair of iron boots of tirelessness (Corpses) (0 def, 7 armour)miner's pair of iron boots of tirelessness (Corpses) (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 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. Press to compare |
This item will automatically be transmogrified when you leave the level. polar rough leather gloves (Misfortune) (0 def, 1 armour)polar rough leather gloves (Misfortune) (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +6 ice Curse of Misfortune Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. rough leather gloves of dexterity (+2) (Misfortune) (0 def, 1 armour)rough leather gloves of dexterity (+2) (Misfortune) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 100% Curse of Misfortune Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
This item will automatically be transmogrified when you leave the level. storm rough leather gloves (Corpses) (0 def, 1 armour)storm rough leather gloves (Corpses) (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +5 lightning Curse of Corpses Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Nimbuspiercer (Madness) (0 def, 13 armour) Nimbuspiercer (Madness) (0 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +14 Armour: +13 Armour Hardiness: +7% Effects on melee hit: * 47% chance to daze Damage (Melee): 7 blight / 7 arcane Damage when hit (Melee): 4 mind Changes stats: +11 Dex / +7 Mag / +5 Wil / +10 Cun / +7 Con Changes resistances: +6% lightning / +6% physical / +6% light / +6% blight / +5% arcane / +6% darkness Changes resistances penetration: +10% lightning / +15% mind Changes damage: +5% blight / +6% mind Mental save: +7 (+1 eff.) Mana each turn: +0.16 Maximum life: +46.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +2 When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +15 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Elemental bolt (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Perfect Strike (30% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +14 arcane Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +7 blight / +18 light / +18 darkness Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. restful iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour)restful iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Curse of Corpses Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. mindwoven linen wizard hat of light (+16%) (Shrouds) (1 def, 0 armour)mindwoven linen wizard hat of light (+16%) (Shrouds) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% light Changes damage: +11% light Psi each turn: +0.11 Mindpower: +3 (+0 eff.) Mental crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. insulating iron helm of strength (+3) (Misfortune) (0 def, 3 armour)insulating iron helm of strength (+3) (Misfortune) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% fire / +6% cold Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. iron helm (Corpses) (0 def, 3 armour)iron helm (Corpses) (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. healer's sandstone wardstone of acid warding (Madness)healer's sandstone wardstone of acid warding (Madness) Requires: - Magic 10 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Con Changes resistances: +10% acid Reduce damage by fixed amount: +1 all Maximum wards: +1 acid Changes damage: +11% acid Talent granted: +2 Ward Life regen: +0.10 Maximum life: +10.00 Slows Projectiles: +10% Curse of Madness Handheld warding devices Press to compare |
17 nuummite 17 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% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
12 agate 12 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
13 verdite 13 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Gems can be sold for money or used in arcane rituals. |
10 tiny geode 10 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% When used as an alchemist bomb: Additional 10 physical damage Gems can be sold for money or used in arcane rituals. |
16 ametrine 16 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% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
17 quartz 17 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
15 citrine 15 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 10 bright light damage Gems can be sold for money or used in arcane rituals. |
4 hematite 4 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% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 When used as an alchemist bomb: Bomb damage +10% 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 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
5 small geode 5 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% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
onyx 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% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 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 When used as an alchemist bomb: Bomb damage +15% 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 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
garnet 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% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 geode 4 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% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
4 sugilite 4 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% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
opal 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 When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 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% When used as an alchemist bomb: Additional 30 bright light damage 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 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
large geode 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% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
kunzite 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% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 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% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
enormous geode 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% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
pearl 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 When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2055 alchemist agate (Corpses) 2055 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. Press to compare |
This item will automatically be transmogrified when you leave the level. survivor's brass lantern (Corpses)survivor's brass lantern (Corpses) Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Light radius: +2 Healing mod.: +10% 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 |
Wintertide Phial (Madness) Wintertide Phial (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Madness It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Geldanor the dwarven lantern (Madness) Geldanor the dwarven lantern (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +32 Defense: +15 (+3 eff.) Damage when hit (Melee): 90 fire Changes stats: +4 Str / +8 Mag / +10 Cun Changes resistances: +29% fire / +9% temporal / +30% light / +9% cold Changes resistances penetration: +30% all Changes damage: +9% blight / +6% temporal / +28% darkness / +6% physical Damage affinity(heal): +10% darkness Physical save: +19 (+2 eff.) Spell save: +17 (+2 eff.) Mental save: +20 (+2 eff.) Stamina each turn: +1.00 Maximum life: +40.00 Maximum vim: +30.00 Spellpower: +23 (+2 eff.) Light radius: +5 Infravision radius: +19 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Curse of Madness It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 1077.20 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
Emelorewe the Blackparry (Corpses) (dig speed 2 turns) Emelorewe the Blackparry (Corpses) (dig speed 2 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Physical power: +6 (+0 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: -18% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +12 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +6% physical / +9% darkness / +3% nature Changes resistances penetration: +5% nature Changes damage: +7% mind / +7% fire Critical mult.: +12.00% Physical save: +14 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +20 (+2 eff.) Maximum life: +99.00 Infravision radius: +4 See invisible: +6 When carried: Talent granted: +1 Dig Curse of Corpses It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe 'Strikebreaker' (Nightmares) (dig speed 1 turns) iron pickaxe 'Strikebreaker' (Nightmares) (dig speed 1 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +14.0% Physical power: +22 (+2 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: -12% Effects on melee hit: * Slows global speed by 30% * 45% chance to daze Damage when hit (Melee): 24 nature / 8 light Changes stats: +16 Str / +4 Dex / +10 Wil / +2 Con Changes resistances: +18% lightning / +6% physical / +6% darkness / +6% fire Changes resistances penetration: +15% light Changes damage: +12% light / +6% blight Critical mult.: +24.00% Maximum life: +24.00 Maximum stamina: +17.00 Lowers spell cool-downs by: 20% Mental crit. chance: +14% Light radius: +1 Movement speed: +20% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe of predation (Corpses) (dig speed 29 turns) iron pickaxe of predation (Corpses) (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Corpses 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 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. |
Searriver the iron torque of thermal psionic shield (Nightmares) [power 79] (53 cooldown) Searriver the iron torque of thermal psionic shield (Nightmares) [power 79] (53 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 60% chance to corrode armour * 30% chance to daze * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 acid / 12 fire Changes resistances: +6% acid / +6% fire Maximum wards: +3 physical / +4 mind / +3 darkness Changes resistances penetration: +5% fire Changes damage: +9% lightning / +6% fire / +9% temporal Talents cooldown: Telekinetic Blast (+25 turn) Silence (+30 turn) Talents granted: +9 Telekinetic Blast +2 Ward +11 Silence Curse of Nightmares It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns, putting all charms on cooldown for 53 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
This item will automatically be transmogrified when you leave the level. quick steel torque of kinetic psionic shield (Corpses) [power 31] (16 cooldown)quick steel torque of kinetic psionic shield (Corpses) [power 31] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Curse of Corpses It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 31 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
This item will automatically be transmogrified when you leave the level. supercharged ash totem of thorny skin (Misfortune) [power 38] (30 cooldown)supercharged ash totem of thorny skin (Misfortune) [power 38] (30 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Curse of Misfortune It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 40%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Achievements
By Hunger Strike the Ogre Glutton level 16
32nd Dusk 122nd year of Ascendancy at 07:50 see stats
By Hunger Strike the Ogre Glutton level 38
78th Haze 122nd year of Ascendancy at 15:17 see stats
By Hunger Strike the Ogre Glutton level 105
33rd Regrowth 123rd year of Ascendancy at 00:51 see stats
By Hunger Strike the Ogre Glutton level 67
5th Allure 123rd year of Ascendancy at 22:08 see stats
By Hunger Strike the Ogre Glutton level 124
57th Regrowth 123rd year of Ascendancy at 09:56 see stats
By Hunger Strike the Ogre Glutton level 121
33rd Regrowth 123rd year of Ascendancy at 22:06 see stats
By Hunger Strike the Ogre Glutton level 10
8th Flare 122nd year of Ascendancy at 22:59 see stats
By Hunger Strike the Ogre Glutton level 20
63rd Haze 122nd year of Ascendancy at 22:20 see stats
By Hunger Strike the Ogre Glutton level 30
77th Haze 122nd year of Ascendancy at 03:25 see stats
By Hunger Strike the Ogre Glutton level 40
78th Haze 122nd year of Ascendancy at 22:47 see stats
By Hunger Strike the Ogre Glutton level 40
2nd Decay 122nd year of Ascendancy at 08:32 see stats
By Hunger Strike the Ogre Glutton level 122
45th Regrowth 123rd year of Ascendancy at 05:52 see stats
By Hunger Strike the Ogre Glutton level 23
64th Haze 122nd year of Ascendancy at 19:23 see stats
By Hunger Strike the Ogre Glutton level 60
2nd Wintertide 123rd year of Ascendancy at 03:24 see stats
By Hunger Strike the Ogre Glutton level 54
8th Decay 122nd year of Ascendancy at 00:49 see stats
By Hunger Strike the Ogre Glutton level 19
63rd Haze 122nd year of Ascendancy at 22:20 see stats
By Hunger Strike the Ogre Glutton level 6
10th Mirth 122nd year of Ascendancy at 06:24 see stats
By Hunger Strike the Ogre Glutton level 80
20th Regrowth 123rd year of Ascendancy at 08:06 see stats
By Hunger Strike the Ogre Glutton level 10
2nd Dusk 122nd year of Ascendancy at 00:58 see stats
By Hunger Strike the Ogre Glutton level 132
78th Regrowth 123rd year of Ascendancy at 07:07 see stats
By Hunger Strike the Ogre Glutton level 79
1st Regrowth 123rd year of Ascendancy at 18:24 see stats
Log
Hunger Strike deactivates Feather Wind.
Hunger Strike deactivates Mitosis.
Hunger Strike deactivates Gravity Locus.
Hunger Strike deactivates Gloom.
Hunger Strike deactivates Arcane Power.
Hunger Strike deactivates Phantasmal Mirror.
Hunger Strike deactivates Premonition.
Hunger Strike deactivates Animus Hoarder.
Hunger Strike deactivates Kinetic Shield.
Hunger Strike calms down.
Hunger Strike deactivates Thunderstorm.
The furious lightning storm around Hunger Strike calms down and disappears.
Hunger Strike deactivates Energy Decomposition.
Hunger Strike deactivates Arcane Shield.
Hunger Strike deactivates Hymn of Shadows.
Hunger Strike deactivates Stalk.
Hunger Strike deactivates Corona.
Hunger Strike deactivates Hurricane.
Hunger Strike deactivates Fiery Hands.
Hunger Strike deactivates Shielding.
Hunger Strike deactivates Flame of Urh'Rok.
Hunger Strike deactivates Inner Power.
Hunger Strike deactivates Shattering Impact.
Hunger Strike deactivates Dark Ritual.
Hunger Strike deactivates Arcane Combat.
Hunger Strike deactivates Essence of Speed.
Hunger Strike deactivates Thought-Form: Bowman.
Hunger Strike deactivates Carbon Spikes.
Hunger Strike deactivates Wildfire.
Hunger Strike deactivates Bone Shield.