
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Square Field of Vision 1.3.1 Ashes of Urh'Rok 1.7.4Official 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:
Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Root's Tooltip Options 1.7.0Adds UI options for various tooltip settings, including: - maximum width
- speed of scrolling
- delay before scrolling at top and bottom
- font size
- unlocked transparency
This addon is compatible with other addons that change the contents of tooltips. Inspired by several previous tooltip addons, including those by DirectOrder and Thrale. Requested by Femme Fatale and Aeternis on the Discord. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Hypostasis Code in Slumbering Caves 1.7.4Oh my god this stuff is so totally cool. Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua Shadow Veil Challenge 1.7.6Gives all player characters a talent similar to Shadow Veil, and disallows player characters from using all other activated talents. Sustained and passive talents are not restricted. Some classes are much easier to win this way than others. Weight: 79652 Changelog1.0.0: Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Items Vault 1.7.6Donators/Buyers bonus! Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 4363% |
| Size | medium |
| Lifes / Deaths | Killed by Elandar at level 50 on the 31st Dusk 123rd year of Ascendancy at 08:43 / 1 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 57 (base 35) |
| Constitution | 53 (base 9) |
| Magic | 108 (base 49) |
| Willpower | 51 (base 35) |
| Cunning | 76 (base 60) |
Resources
| Negative | 136/197 |
| Life | -1230/1444 |
| Paradox | 315741 |
| Hate | 125/125 |
| Psi | 11/141 |
| Vim | 195/356 |
| Positive | 188/197 |
| Stamina | 302/350 |
| Steam | 100/100 |
| Healing Factor | 2.1812216106141 |
| Regeneration | 103.53854239603 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 11 |
| See Invisible | 15 |
| Stealth | 41 |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 59 |
| Crit Chance | 72% |
| APR | 60 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 59 |
| Crit Chance | 71% |
| APR | 57 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Crit. mult. | +316% |
| Lightning | +11% |
| Light | +19% |
| Cold | +32% |
| Darkness | +66% |
| Physical | +62% |
| Mind | +14% |
| All | +2% |
Offense: Damage Penetration
| Blight | +53% |
| Physical | +61% |
| Mind | +53% |
| All | +28% |
| Darkness | +65% |
| Temporal | +48% |
| Lightning | +38% |
| Fire | +38% |
| Nature | +53% |
Defense: Base
| Armour (hardiness) | 58 (51.69962066283%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 37 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 70%( 70%) |
| All | + 18%( 70%) |
| Crit. shrug | +95% |
| Darkness | + 70%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 18%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 24% |
| Confusion Resistance | 51% |
| Fear Resistance | 41% |
| Knockback Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.3 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.7 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Psionic / Psionic fog | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Cursed / Strife | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. | failed |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Gletira the cave troll. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by ungolmor. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Bethodhessra the snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Poregawe the vampire. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant lightning ant. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 4254. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glowquarry (Madness) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Mag Changes resistances: +30% darkness / +28% temporal Changes resistances penetration: +20% darkness Critical mult.: +23.83% Spell crit. chance: +5% Light radius: +3 Damage Shield penetration: +36% Resist all after a teleport: +20% Curse of Madness A pair of boots made of leather. |
| Light source | dwarven lantern 'Flashjam'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to reduce all saves and defense by 32 Changes stats: +8 Mag Changes resistances: +15% blight / +15% darkness / +13% light Changes resistances penetration: +14% all / +10% fire Changes damage: +15% darkness Damage affinity(heal): +5% darkness Spellpower: +19 (+5 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +11 The wearer is treated as an undead. The wearer no longer has to breathe. 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 288.30 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Skysting the voratun helm (Misfortune) (35 def, 15 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Defense: +35 (+7 eff.) Effects on melee hit: * 31% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 15 arcane Changes stats: +13 Dex Changes resistances: +27% lightning Changes damage: +30% physical Critical mult.: +30.72% Stamina each turn: +4.61 Resist all after a teleport: +23% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wretchstun (Misfortune) (30 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Defense: +30 (+6 eff.) Effects on melee hit: * 22% chance to slow global speed by 60% Changes resistances: +15% lightning / +21% cold / +6% arcane Critical mult.: +15.00% Blindness immunity: +20% Life regen: +4.42 Spell crit. chance: +20% Resist all after a teleport: +17% When used to modify unarmed attacks: Power: 145% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Flashidol the voratun pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +16 Str / +6 Mag / +10 Wil / +4 Con Changes resistances: +18% acid Critical mult.: +20.00% Spell crit. chance: +10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun Petrified Wood ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Life regen: +14.00 Maximum life: +100.00 Healing mod.: +16% Curse of Misfortune Rings make your fingers look great! |
| On fingers | voratun bloodstone ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +18.00 Maximum life: +81.00 Healing mod.: +20% Curse of Nightmares Rings make your fingers look great! |
| Around neck | voratun amulet 'Mardadesus'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +4 Str / +15 Con Critical mult.: +24.00% Reduces incoming crit damage: 18.00% Life regen: +5.00 Mindpower: +15 (+5 eff.) Amulets make your neck look great! |
| In main hand | Mardondil (Corpses) (65% power, 3 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 158% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% Block value: +99 Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 light / +20 darkness When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +18 Physical power: +20 (+4 eff.) Armour: +6 Defense: +25 (+5 eff.) Changes stats: +3 Str / +11 Mag / +7 Cun Changes resistances: +20% light / +20% darkness Maximum wards: +7 lightning / +8 temporal / +7 darkness / +6 fire / +8 nature / +8 blight / +8 cold / +8 arcane / +8 light Changes resistances penetration: +14% all Changes damage: +17% light / +20% darkness Talents granted: +1 Ward +3 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Thunderoblivion the drakeskin leather belt (Misfortune)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Defense: +46 (+9 eff.) Changes stats: +5 Wil Changes resistances: +46% lightning / +15% darkness Critical mult.: +25.00% Reduces incoming crit damage: 22.85% Physical save: +12 (+4 eff.) Disease immunity: +30% Mindpower: +8 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
| In off hand | Betith (Shrouds) (137% power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +13 Physical crit. chance: +7.0% Armour: +23 Defense: +8 (+1 eff.) Changes resistances: +6% arcane Changes resistances penetration: +13% physical Talent granted: +2 Block Reduces incoming crit damage: 17.75% Disarm immunity: +24% Stamina each turn: +3.55 Maximum life: +118.32 Healing mod.: +24% Resist all after a teleport: +18% Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Sparkdare the linen cloak (Nightmares) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +12% darkness / +12% temporal Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+2 eff.) Resist all after a teleport: +11% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts 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. |
| Main armor | elven-silk robe 'Cystgore' (Nightmares) (10 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Effects on melee hit: * 22% chance to slow global speed by 60% Damage when hit (Melee): 8 arcane Changes resistances: +20% blight / +45% cold / +15% all Changes resistances penetration: +17% darkness / +20% physical Changes damage: +29% darkness / +30% physical Critical mult.: +5.00% Life regen: +5.80 Maximum life: +65.00 Mindpower: +10 (+3 eff.) Healing mod.: +29% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 149% / cooldown 92%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 149% efficiency and cooldown mod of 92%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.schematic: Armour Reinforcement Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Mindpower: +5 (+1 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
copper amulet 'Emybremitha'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +30 (+6 eff.) Changes stats: +3 Con Changes resistances: +9% lightning / +15% mind Physical save: +8 (+3 eff.) Spell save: +18 (+7 eff.) Life regen: +3.00 Maximum life: +141.00 Amulets make your neck look great! |
grounding copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 272 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 366 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (164). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Gemira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +7 Cun / +2 Con Changes resistances: +9% lightning / +15% cold / +5% physical Critical mult.: +22.09% Poison immunity: +22% Silence immunity: +20% Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Velemina the FlashresolveInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature Changes stats: +8 Dex Changes resistances: +18% nature / +15% fire Changes resistances penetration: +28% fire Changes damage: +6% fire Resist all after a teleport: +10% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
grounding stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +23% lightning Stun/Freeze immunity: +41% Amulets make your neck look great! |
serendipitous stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +17 Defense: +15 (+3 eff.) Changes stats: +11 Lck Critical mult.: +18.00% Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Critical mult.: +16.00% Amulets make your neck look great! |
Bregugrim the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +36 (+7 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +10 Dex Changes resistances: +9% nature / +18% temporal Disarm immunity: +24% Only die when reaching: -95.33 life Amulets make your neck look great! |
PusstakeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% * 20% chance to reduce armor by 40% Damage when hit (Melee): 4 nature Changes resistances: +6% acid / +21% temporal / +12% darkness Changes damage: +15% light Pinning immunity: +50% Knockback immunity: +39% Amulets make your neck look great! |
ToryrabInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Con Changes resistances: +10% lightning / +10% light / +24% darkness Blindness immunity: +22% Stun/Freeze immunity: +30% Infravision radius: +3 Amulets make your neck look great! |
XumiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Defense: +25 (+5 eff.) Changes stats: +8 Cun Changes resistances: +30% fire / +27% cold Critical mult.: +15.00% Spell save: +9 (+4 eff.) Psi when hit: +0.12 Only die when reaching: -40.00 life Amulets make your neck look great! |
enraging voratun amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +5 Dex Changes damage: +8% physical Combat speed: +10% Amulets make your neck look great! |
enraging voratun amulet of mastery (0.40 Cunning / Lethality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes damage: +9% physical Talent mastery: +0.40 Cunning / Lethality Combat speed: +10% Amulets make your neck look great! |
mindweaver's voratun amulet of cunning (+9)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Cun / +2 Wil Mental save: +10 (+4 eff.) Confusion immunity: +19% Mindpower: +10 (+3 eff.) Amulets make your neck look great! |
vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Physical save: +20 (+7 eff.) Blindness immunity: +40% Life regen: +9.00 Maximum life: +50.00 Infravision radius: +7 Sight radius: +2 Amulets make your neck look great! |
voratun amulet 'Armemnir'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +36 (+9 eff.) Changes stats: +8 Con / +4 Wil Changes damage: +12% arcane Life regen: +5.00 Only die when reaching: -96.66 life Mindpower: +30 (+9 eff.) Amulets make your neck look great! |
voratun amulet of perfection (0.40 Steamtech / Butchery,0.35 Psionic / Absorption)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Steamtech / Butchery +0.35 Psionic / Absorption Amulets make your neck look great! |
wanderer's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex / +7 Cun / +9 Con Changes damage: +14% fire Critical mult.: +19.00% Life regen: +4.00 Stamina each turn: +0.60 Spellpower: +15 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Filthtreason (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Str Changes resistances penetration: +25% physical Physical save: +6 (+2 eff.) Blindness immunity: +20% Infravision radius: +4 Curse of Misfortune Rings make your fingers look great! |
Zuboda the Boghue (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% * 20% chance to reduce damage dealt by 26% Changes resistances: +22% nature Curse of Shrouds Rings make your fingers look great! |
copper ring 'Ivutha' (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +18% cold / +3% darkness / +3% mind Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Resist all after a teleport: +10% Curse of Corpses Rings make your fingers look great! |
Frigidwild (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% light / +30% cold Changes resistances penetration: +20% light Silence immunity: +37% Curse of Shrouds Rings make your fingers look great! |
Seargasher (Madness)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +8% blight / +9% nature / +26% acid Changes damage: +6% fire Poison immunity: +10% Disease immunity: +14% Life regen: +8.00 Maximum life: +60.00 Healing mod.: +12% Curse of Madness Rings make your fingers look great! |
gold quartz ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) Stun/Freeze immunity: +30% 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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Chilljeer' (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +6 Cun / +4 Mag Changes resistances: +6% light / +12% cold Changes resistances penetration: +5% fire Changes damage: +6% fire Blindness immunity: +38% Stun/Freeze immunity: +38% Life regen: +6.00 Spellpower: +11 (+3 eff.) Infravision radius: +5 Curse of Misfortune Rings make your fingers look great! |
gold ring 'Thunderwhisper' (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 40% Damage when hit (Melee): 4 light Changes resistances: +9% acid / +6% lightning Blindness immunity: +38% Light radius: +2 Infravision radius: +5 Curse of Madness Rings make your fingers look great! |
gold ring 'Tundraserpent' (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% * 15% chance to reduce all saves and defense by 32 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage when hit (Melee): 6 cold Changes stats: +6 Str / +3 Cun / +6 Con Stun/Freeze immunity: +35% Life regen: +3.00 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 48%. Rings make your fingers look great! |
Ring of the Dead (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
sneakthief's stralite ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +17.00 Maximum life: +77.00 Healing mod.: +16% Curse of Corpses Rings make your fingers look great! |
stralite ring 'Duskdare' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to reduce armor by 40% Changes stats: +5 Cun Changes resistances: +15% darkness / +21% cold Changes resistances penetration: +15% darkness Physical save: +16 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +16 (+6 eff.) Curse of Madness Rings make your fingers look great! |
Belegrim (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +13 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +12 Str / +8 Mag / +7 Wil / +8 Con Changes damage: +21% physical Mental save: +15 (+5 eff.) Confusion immunity: +50% Spellpower: +14 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
Bregesta the Galewell (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+4 eff.) Changes resistances: +12% fire / +36% light / +23% mind Changes damage: +18% light / +21% arcane Blindness immunity: +30% Cut immunity: +30% Disarm immunity: +30% Teleport immunity: +30% Curse of Corpses Rings make your fingers look great! |
Brodygar the voratun ring (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +24 (+4 eff.) Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +20 Str / +20 Con Changes resistances: +40% acid Changes damage: +9% arcane Spell save: +6 (+3 eff.) Spell crit. chance: +5% Curse of Corpses Rings make your fingers look great! |
Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Scorchpanic (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 fire Changes stats: +8 Cun / +8 Wil Changes resistances: +33% acid / +6% temporal Changes damage: +3% fire Stun/Freeze immunity: +49% Life regen: +29.00 Maximum life: +97.00 Mindpower: +15 (+5 eff.) Healing mod.: +20% Curse of Shrouds Rings make your fingers look great! |
Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +8 Con Changes resistances: +5% arcane Changes damage: +18% arcane Physical save: +16 (+5 eff.) Mental save: +13 (+5 eff.) Confusion immunity: +44% Life regen: +20.00 Maximum life: +84.00 Healing mod.: +16% Curse of Misfortune 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 Activation costs 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? |
conjurer's voratun ring of misery (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 35 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 32 Changes stats: +8 Mag / +8 Wil / +8 Cun Spellpower: +12 (+3 eff.) Curse of Misfortune 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 48%. Rings make your fingers look great! |
conjurer's voratun ring of sensing (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Blindness immunity: +50% Spellpower: +12 (+3 eff.) Infravision radius: +5 Curse of Misfortune Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.marksman's voratun ring of misery (Shrouds) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 31 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +10 Cun / +7 Dex Curse of Shrouds 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 63%. Rings make your fingers look great! |
painweaver's voratun ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 20 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +7 Cun Changes damage: +8% all Spellpower: +20 (+5 eff.) Mindpower: +20 (+6 eff.) 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 48%. Rings make your fingers look great! |
pixie's voratun ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Spellpower: +15 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
rogue's voratun ring of misery (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 32 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +20 Cun Curse of Nightmares 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 56%. Rings make your fingers look great! |
savage's voratun ring of arcana (+0.40/turn) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +15 (+6 eff.) Silence immunity: +49% Curse of Corpses Rings make your fingers look great! |
savage's voratun ring of pilfering (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Defense: +13 (+2 eff.) Changes stats: +6 Con Spell save: +20 (+8 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Defense: +16 (+3 eff.) Changes stats: +9 Cun / +9 Dex 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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's voratun ring of corrosion (+38%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +38% acid Physical save: +10 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
treant's voratun ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +15% blight Poison immunity: +30% Disease immunity: +21% Curse of Nightmares Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +13 Defense: +14 (+3 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Stun/Freeze immunity: +60% Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
voratun bloodstone ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +14.00 Maximum life: +76.00 Healing mod.: +18% Curse of Corpses Rings make your fingers look great! |
voratun bloodstone ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): 16 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 32 Changes stats: +7 Cun Stun/Freeze immunity: +60% Curse of Madness 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 48%. Rings make your fingers look great! |
voratun bloodstone ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +23% acid / +24% fire / +28% lightning / +17% cold Stun/Freeze immunity: +60% Curse of Misfortune Rings make your fingers look great! |
voratun bloodstone ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 28 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 32 Changes stats: +8 Cun Stun/Freeze immunity: +60% Curse of Misfortune 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 56%. Rings make your fingers look great! |
voratun bloodstone ring (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances: +12% lightning Critical mult.: +15.00% Spell save: +19 (+7 eff.) Disarm immunity: +49% Pinning immunity: +34% Stun/Freeze immunity: +60% Knockback immunity: +50% Life regen: +16.00 Maximum life: +138.00 Healing mod.: +20% Curse of Misfortune Rings make your fingers look great! |
voratun bloodstone ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +22% acid / +23% fire / +26% lightning / +20% cold Stun/Freeze immunity: +60% Curse of Nightmares Rings make your fingers look great! |
voratun bloodstone ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +20.00 Maximum life: +71.00 Healing mod.: +13% Curse of Shrouds Rings make your fingers look great! |
voratun bloodstone ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Stun/Freeze immunity: +60% Spellpower: +12 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
voratun ring 'Quenchsweep' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Dex / +10 Mag / +5 Wil / +5 Cun / +8 Con Changes resistances: +30% acid / +30% fire / +30% lightning / +23% cold Confusion immunity: +30% Stamina each turn: +4.51 Maximum life: +100.00 Light radius: +5 Curse of Misfortune Rings make your fingers look great! |
voratun ring of misery (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 32 Damage (Melee): 16 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +9 Cun Curse of Shrouds 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 63%. Rings make your fingers look great! |
warrior's voratun ring of light (+40%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +40% light Changes damage: +20% light Curse of Corpses Rings make your fingers look great! |
wizard's voratun ring of tenacity (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Spell save: +20 (+8 eff.) Disarm immunity: +50% Pinning immunity: +43% Knockback immunity: +28% Maximum life: +41.00 Curse of Madness Rings make your fingers look great! |
wizard's voratun ring of warding (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +28% acid / +28% fire / +27% lightning / +30% cold Spell save: +20 (+8 eff.) Curse of Nightmares Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.ash magestaff of channeling (Nightmares) (111% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +2% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing voratun battleaxe of enduring (Madness) (170% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage When wielded/worn: Changes stats: +20 Con / +16 Wil Maximum life: +154.00 Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun battleaxe of erosion (Nightmares) (169% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 90 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +28 nature Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe of shearing (Misfortune) (171% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+9 eff.) Armour penetration: +14 Changes resistances penetration: +21% all Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Thunderhunger the voratun greatmaul (Misfortune) (179% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +31 lightning Damage (radius 2) on crit: +31 lightning When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+4 eff.) Changes resistances: +33% lightning / +27% cold / +12% mind Changes damage: +45% fire Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Aredhetha the Undeathbreacher (Corpses) (191% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 192% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 31% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +24 temporal Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +31 temporal When wielded/worn: Effects on melee hit: * 31% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature Changes resistances penetration: +39% fire Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of daylight (Shrouds) (176% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 light Damage against: +37% Undead Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Growbraid (Misfortune) (155% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Effects on melee hit: * 31% chance to slow global speed by 60% Changes resistances: +21% mind / +27% acid Critical mult.: +30.98% Spell save: +27 (+10 eff.) Stun/Freeze immunity: +31% Mindpower: +35 (+10 eff.) Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Arthakor the Cracklewar (Corpses) (169% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 169% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 33% chance to reduce all saves and defense by 32 Damage (Melee): +18 mind Damage (radius 1) on hit: +31 lightning When wielded/worn: Armour: +16 Defense: +35 (+7 eff.) Changes stats: +6 Cun / +7 Wil Changes resistances penetration: +39% physical Blindness immunity: +31% Stun/Freeze immunity: +31% Spellpower: +46 (+12 eff.) Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.acidic voratun waraxe of crippling (Nightmares) (152% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 When wielded/worn: Physical crit. chance: +14.0% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun dagger of ruin (Misfortune) (144% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +36 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Critical mult.: +29.00% Movement speed: +50% Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Bleaktickler' (Shrouds) (161% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness / +24 arcane Damage (radius 1) on hit: +31 darkness / +24 temporal Damage (radius 2) on crit: +28 acid When wielded/worn: Changes resistances: +15% cold Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Cuthachak' (Shrouds) (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage Damage (radius 2) on crit: +20 temporal When wielded/worn: Changes stats: +5 Str / +11 Wil Changes resistances penetration: +25% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+5 eff.) Light radius: +5 Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Weeptouch' (Madness) (147% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +31 nature When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 31% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes resistances: +9% fire / +18% mind / +15% temporal Changes damage: +21% fire Disarm immunity: +50% Resist all after a teleport: +23% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.wyrm's vined mindstar of venom (Shrouds) (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning / 6 physical / 6 fire / 16 acid / 5 cold Changes resistances: +6% lightning / +4% physical / +6% cold / +6% fire / +16% acid Talent granted: +1 Attune Mindstar Life regen: +3.00 Mindpower: +4 (+1 eff.) 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. |
This item will automatically be transmogrified when you leave the level.Lustrespar the living mindstar (Misfortune) (137% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 137% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 31% chance to reduce strength, dexterity, and constitution by 30 Damage (radius 1) on hit: +28 light Damage (radius 2) on crit: +31 blight When wielded/worn: Armour penetration: +4 Changes resistances: +21% light Talent granted: +1 Attune Mindstar Critical mult.: +30.98% Mental save: +8 (+3 eff.) Stamina each turn: +4.65 Psi when hit: +0.28 Maximum psi: +50.00 Mindpower: +10 (+3 eff.) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.caller's living mindstar of balance (Misfortune) (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% physical / +8% fire Changes damage: +13% fire / +15% physical Talent granted: +1 Attune Mindstar Physical save: +8 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +9 (+3 eff.) Mindpower: +10 (+3 eff.) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.creative living mindstar of life (Misfortune) (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Life regen: +2.00 Maximum life: +47.00 Mindpower: +10 (+3 eff.) Curse of Misfortune 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. |
Eilinoth the dwarven-steel steamsaw (Corpses) (137% power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 137% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +49 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Talent granted: +2 Block Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Disarm immunity: +20% Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Icecrack (Misfortune) (65% power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 126% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +52 Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * 15% chance to reduce armor by 40% When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Damage (Melee): 7 acid Damage when hit (Melee): 7 acid Changes stats: +4 Wil / +3 Con Changes resistances: +10% nature / +13% blight Changes resistances penetration: +8% physical Talent granted: +2 Block Disarm immunity: +20% Vim when firing critical spell: +2.00 Spell crit. chance: +2% Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xelemira the stralite steamsaw (Shrouds) (138% power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 138% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +64 Damage (Melee): +24 acid Damage (radius 2) on crit: +24 acid Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Defense: +21 (+4 eff.) Changes stats: +3 Dex Changes resistances: +12% mind / +12% darkness / +6% arcane Talent granted: +2 Block Critical mult.: +20.00% Disarm immunity: +44% Maximum life: +60.00 Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental stralite steamsaw of ruin (Shrouds) (138% power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 On weapon hit: * Create an explosion dealing 106 fire damage (1/turn) Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +7 Physical crit. chance: +12.0% Armour: +5 Defense: +8 (+1 eff.) Changes resistances penetration: +19% fire Changes damage: +22% fire Talent granted: +2 Block Critical mult.: +26.00% Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental stralite steamsaw of shearing (Shrouds) (142% power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +77 On weapon hit: * Create an explosion dealing 106 fire damage (1/turn) Attacks use: 1.0 Steam When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +13 Armour: +5 Defense: +8 (+1 eff.) Changes resistances penetration: +13% all / +25% fire Changes damage: +25% fire Talent granted: +2 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Treegash' (Madness) (65% power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 138% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +71 On weapon hit: * 24% chance to reduce all saves and defense by 32 Damage (Melee): +20 lightning Damage (radius 2) on crit: +29 acid / +36 nature Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +8 nature When wielded/worn: Accuracy: +42 (+11 eff.) Armour penetration: +39 Armour: +5 Defense: +8 (+1 eff.) Effects on melee hit: * 24% chance to slow global speed by 60% Changes resistances penetration: +26% physical Talent granted: +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cutherin (Madness) (65% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +90 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +15 acid / +27 physical / +19 light / +18 darkness When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Effects when hit in melee: * 20% chance to reduce armor by 40% Changes stats: +10 Mag / +6 Wil / +10 Cun / +6 Con Changes resistances: +19% acid / +20% physical / +20% light / +12% fire / +18% darkness Changes damage: +19% light / +19% darkness Talent granted: +3 Block Critical mult.: +15.00% Physical save: +15 (+5 eff.) Blindness immunity: +20% Life regen: +6.00 Slows Projectiles: +29% Bonus block near projectiles: +110 Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Dethzaw (Corpses) (150% power, 27 apr)Requires: - Strength 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +6.0% Attack speed: 100% Block value: +80 On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Curse of Corpses Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
This item will automatically be transmogrified when you leave the level.Duskwrecker (Madness) (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +101 Attacks use: 1.0 Steam When used to attack (with talents): Block value: +120 When wielded/worn: Armour penetration: +7 Armour: +18 Defense: +10 (+2 eff.) Damage when hit (Melee): 12 darkness Changes stats: +7 Str / +15 Con Changes resistances: +24% darkness Changes damage: +18% darkness Talent granted: +3 Block Physical save: +42 (+14 eff.) Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ulumachak the Snowbait (Shrouds) (65% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +102 Damage (Melee): +20 blight Damage (radius 1) on hit: +12 arcane / +20 blight Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 light / +19 darkness When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Damage when hit (Melee): 10 arcane Changes stats: +11 Cun / +9 Mag Changes resistances: +9% blight / +15% cold / +20% light / +20% darkness Changes damage: +21% arcane / +15% light / +20% darkness Talent granted: +3 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Unlightqueen (Misfortune) (65% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +9.0% Attack speed: 100% Block value: +96 Damage (Melee): +12 mind Damage (radius 2) on crit: +20 mind / +90 fire Attacks use: 1.0 Steam When used to attack (with talents): Damage (radius 2) on crit: +20 physical When wielded/worn: Physical power: +15 (+3 eff.) Armour: +6 Defense: +41 (+8 eff.) Changes resistances penetration: +25% darkness / +25% fire Talent granted: +3 Block Global speed: +11% Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xeravea the Dawnspitter (Madness) (149% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 30% chance to reduce armor by 40% Attacks use: 1.0 Steam When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 15 acid Changes resistances: +28% lightning Changes resistances penetration: +38% light / +38% fire Talent granted: +3 Block Reduces incoming crit damage: 22.55% Knockback immunity: +30% Maximum life: +150.33 Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Blizzardrend' (Madness) (65% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +111 Damage (radius 1) on hit: +16 cold Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 fire When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Defense: +25 (+5 eff.) Damage when hit (Melee): 6 arcane / 23 fire Changes stats: +5 Str Changes resistances: +3% cold / +44% fire Talent granted: +3 Block Disarm immunity: +43% Vim when firing critical spell: +2.00 Spell crit. chance: +4% Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Dayfurnace' (Nightmares) (65% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +110 On weapon hit: * 29% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): +20 blight Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 lightning When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +6 Defense: +10 (+2 eff.) Damage when hit (Melee): 26 lightning / 4 cold / 4 arcane Changes stats: +13 Str / +19 Dex Changes resistances: +20% lightning / +20% physical / +6% light Changes resistances penetration: +15% light Talent granted: +3 Block Spell crit. chance: +3% Damage Shield penetration: +30% Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.caustic dwarven-steel steamgun (Misfortune) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +23 acid / +26 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +11 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.swiftstrike stralite steamgun of cold (Nightmares) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +6 Cun Combat speed: +10% Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.runic voratun steamgun of true flight (Nightmares) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +14.0% Changes stats: +4 Mag Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. It was corrupted by the digestive sack. |
This item will automatically be transmogrified when you leave the level.voratun steamgun of enduring (Corpses) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +15 Con / +15 Wil Maximum life: +110.00 Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of crippling (21/21, 167% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.elemental pouch of steel shots of accuracy (21/21, 118% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 118% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon hit: * Create an explosion dealing 122 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Manovon the Abyssshaper (20/20, 164% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 31% chance to reduce all saves and defense by 32 * 25% chance for lightning to strike from the target to a second target dealing 106 damage Damage (radius 1) on hit: +31 lightning / +31 fire / +31 mind Damage (radius 2) on crit: +31 mind Shots are used with slings to pummel your foes to death. |
Eilinamitha the cashmere robe (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +4 Cun / +6 Mag Changes resistances: +9% nature / +33% light / +11% all Changes resistances penetration: +11% physical Changes damage: +20% physical / +20% darkness / +42% light Reduces incoming crit damage: 15.00% Poison immunity: +20% Knockback immunity: +10% Teleport immunity: +20% Spellpower: +8 (+2 eff.) Spell crit. chance: +8% Healing mod.: +15% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Flarenail' (Nightmares) (0 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Changes resistances: +42% darkness / +11% all Changes resistances penetration: +15% fire / +15% physical Changes damage: +20% darkness Critical mult.: +20.00% Stamina each turn: +3.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of power (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +14% all Spellpower: +16 (+4 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lighthash the silk robe (Misfortune) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to reduce all saves and defense by 32 * 22% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +7 Mag / +8 Wil Changes resistances: +3% mind / +13% all Changes resistances penetration: +28% light Changes damage: +33% light Psi each turn: +0.34 Light radius: +3 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (Misfortune) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% blight / +11% darkness / +14% mind / +13% all Physical save: +15 (+5 eff.) Spell save: +14 (+6 eff.) Mental save: +27 (+9 eff.) Life regen: +2.30 Maximum life: +57.00 Healing mod.: +19% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Blackspiker' (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 26% * 22% chance to reduce armor by 40% Damage when hit (Melee): 11 darkness Changes resistances: +18% acid / +18% physical / +18% cold / +18% fire / +13% all Changes resistances penetration: +28% darkness Changes damage: +21% physical / +18% darkness / +21% fire Talent cooldown: Refit Golem (-6 turns) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galen's Flowing Robe (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% physical / +37% arcane / +37% fire Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Spellpower: +35 (+9 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown Curse of Madness This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
This item will automatically be transmogrified when you leave the level.ancient elven-silk robe of blight (+30%) (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +30% blight / +15% all Changes resistances penetration: +14% physical Changes damage: +30% physical Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe 'Zubanor' (Corpses) (5 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Effects on melee hit: * 31% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +11 Mag Changes resistances: +15% all Physical save: +23 (+8 eff.) Spell save: +18 (+7 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of power (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% all Changes damage: +25% darkness / +30% light / +16% all Spellpower: +28 (+7 eff.) Spell crit. chance: +9% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of Toknor (Nightmares) (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Critical mult.: +14.00% Life regen: +4.40 Stamina each turn: +1.30 Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather armour of cold resistance (Misfortune) (9 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Changes resistances: +16% blight / +24% cold / +14% nature Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of command (Corpses) (35 def, 18 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +35 (+7 eff.) Changes stats: +13 Cun / +9 Wil Mental save: +49 (+17 eff.) Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened dwarven-steel mail armour of acid resistance (Misfortune) (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Changes resistances: +34% acid / +10% physical / +10% cold / +8% lightning / +10% fire Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic stralite mail armour of lightning resistance (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Changes resistances: +27% lightning / +18% light / +18% darkness Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Aruldann' (Corpses) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Effects on melee hit: * 31 arcane resource burn Changes resistances: +10% physical / +24% light / +21% blight / +18% fire / +8% arcane Physical save: +25 (+8 eff.) Mental save: +21 (+7 eff.) Stun/Freeze immunity: +31% Maximum life: +154.92 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Turylach' (Madness) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Damage when hit (Melee): 10 arcane Changes stats: +8 Cun / +5 Con Changes resistances: +18% lightning / +9% physical / +18% fire / +30% cold Changes damage: +21% physical Silence immunity: +31% Maximum life: +100.00 Light radius: +5 Resist all after a teleport: +23% Curse of Madness A suit of armour made of mail. |
Neira's Memory (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Curse of Corpses It can be used to surround yourself with a magical shield (strength 370, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt 'Galochik' (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +14 Damage when hit (Melee): 8 physical Changes resistances: +5% arcane / +3% physical Changes damage: +12% physical Critical mult.: +20.20% Resist all after a teleport: +15% Curse of Madness A belt that goes around your waist. |
Ashcut the drakeskin leather belt (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +45 (+9 eff.) Armour: +10 Effects on melee hit: * 31% chance to gain 10% of a turn (3/turn limit) * 31% chance to reduce all saves and defense by 32 Changes stats: +12 Dex Changes resistances: +23% mind / +13% light / +15% darkness Changes resistances penetration: +35% fire Critical mult.: +30.85% Only die when reaching: -123.42 life Curse of Corpses A belt that goes around your waist. |
Maloromimas (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +10 Cun / +7 Mag Changes resistances penetration: +33% arcane Critical mult.: +26.38% Life regen: +5.28 Vim when firing critical spell: +2.64 Curse of Shrouds A belt that goes around your waist. |
Xerinne the drakeskin leather belt (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +1 Physical crit. chance: +13.0% Changes stats: +5 Cun / +5 Dex Changes resistances: +5% arcane / +24% light / +25% darkness Changes resistances penetration: +25% arcane Curse of Misfortune A belt that goes around your waist. |
drakeskin leather belt 'Muckwrecker' (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +10 Wil Changes resistances: +15% lightning / +15% temporal / +15% nature Changes resistances penetration: +25% darkness Psi when hit: +0.24 Curse of Shrouds A belt that goes around your waist. |
noble's drakeskin leather belt of recklessness (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +7 Cun / +6 Wil Damage against: +45% Summoned Reduced damage from: +45% Summoned Critical mult.: +12.00% Curse of Nightmares A belt that goes around your waist. |
Delevon the Ichornight (Misfortune) (1 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 60% Changes resistances penetration: +15% physical Changes damage: +12% light Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life 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. |
Tenik the Umbrawill (Shrouds) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 mind Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.marshal's cashmere cloak (Corpses) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +4 Con Physical save: +11 (+4 eff.) Maximum life: +69.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimadunayatir the elven-silk cloak (Madness) (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +51% darkness / +30% temporal Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +30.00% Life regen: +4.77 Spellpower: +9 (+3 eff.) Spell crit. chance: +6% Resist all after a teleport: +14% Curse of Madness It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts 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. |
Erelimnir the elven-silk cloak (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Changes stats: +2 Str / +15 Dex / +9 Mag / +6 Wil / +13 Cun Changes resistances: +12% temporal Reduces incoming crit damage: 20.24% Spell crit. chance: +7% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed by 58% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Aetherwalk (Madness) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Resist all after a teleport: +20% Creates an arcane explosion dealing 261 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Madness It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Shoes of Slowly Moving Quickly (Madness) (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+2 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Curse of Madness It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 16.88 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 90.03 lightning and 131.40 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Dayorder (Madness) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +25 (+5 eff.) Armour: +5 Changes stats: +6 Dex / +6 Mag Changes resistances: +7% physical Changes resistances penetration: +35% light Changes damage: +24% fire Critical mult.: +30.72% Vim when firing critical spell: +3.07 Spellpower: +43 (+11 eff.) Curse of Madness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots 'Cloudlore' (Misfortune) (0 def, 25 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Changes stats: +4 Str / +4 Con Changes resistances: +12% cold Changes resistances penetration: +39% light Critical mult.: +25.00% Blindness immunity: +31% Confusion immunity: +31% Mindpower: +46 (+13 eff.) Healing mod.: +31% Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots 'Flashmaim' (Corpses) (30 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +31 (+6 eff.) Armour: +5 Defense: +30 (+6 eff.) Changes stats: +3 Dex Changes resistances: +20% temporal / +28% darkness / +3% physical Changes resistances penetration: +16% darkness Physical save: +11 (+4 eff.) Resist all after a teleport: +20% Curse of Corpses A pair of boots made of leather. |
Boots of the Hunter (Shrouds) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Shrouds It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
This item will automatically be transmogrified when you leave the level.Bethonn (Nightmares) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +13 Con Changes resistances: +9% physical / +12% fire / +24% light / +36% cold Blindness immunity: +31% Disarm immunity: +31% Only die when reaching: -123.94 life 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. |
Xerywen the Pyrewar (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +5 Effects on melee hit: * 24% chance to reduce all saves and defense by 32 Damage when hit (Melee): 8 mind Changes resistances: +18% mind / +12% fire Critical mult.: +15.00% Physical save: +21 (+7 eff.) Stamina each turn: +2.00 Only die when reaching: -96.00 life Spellpower: +16 (+4 eff.) Mindpower: +17 (+5 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisaldathra the drakeskin leather gloves (Madness) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 blight Changes stats: +4 Cun Changes resistances: +10% blight / +5% physical / +6% arcane / +18% acid Blindness immunity: +22% Disease immunity: +22% Stun/Freeze immunity: +22% When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +15 blight Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Woerebel the drakeskin leather gloves (Shrouds) (0 def, 13 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Damage (Melee): 15 physical Damage when hit (Melee): 11 fire Changes stats: +4 Str / +3 Mag / +3 Wil / +4 Con Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Changes damage: +24% darkness / +11% physical When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +13 physical Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Glowvalor' (Madness) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 blight Changes stats: +3 Str / +4 Dex / +2 Cun Changes resistances: +10% blight / +18% light / +6% arcane / +15% mind Changes damage: +27% light Reduces incoming crit damage: 17.87% When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +14 blight Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Coalfear (Misfortune) (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +20% light / +20% darkness Life regen: +2.00 Stamina each turn: +0.70 Psi when hit: +0.08 Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Power: 95% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Curse of Misfortune Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Hand of the World-Shaper (Nightmares) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin Curse of Nightmares It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 94.20 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Steam Powered Gauntlets (Madness) (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Curse of Madness Gauntlets. But with steam power! |
Will of Ul'Gruth (Misfortune) (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. Curse of Misfortune It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Coalsnake the rough leather hat (Madness) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +15% blight / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +12% darkness Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
Hettomasus the hardened leather hat (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 10 mind / 10 blight Changes resistances: +17% mind / +17% cold Allows you to breathe in: water Critical mult.: +22.09% Mindpower: +20 (+6 eff.) Curse of Madness A hat made of leather. Very stylish. |
Eastern Wood Hat (Corpses) (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% Curse of Corpses This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Heatrebel the drakeskin leather hat (Misfortune) (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 8 fire Changes stats: +12 Cun / +4 Con Changes resistances: +22% mind Changes resistances penetration: +20% light Changes damage: +12% fire Critical mult.: +25.00% Mental save: +30 (+10 eff.) Confusion immunity: +49% Infravision radius: +4 Curse of Misfortune A hat made of leather. Very stylish. |
Quenchborn the drakeskin leather hat (Madness) (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Changes stats: +7 Str / +7 Wil Changes resistances: +6% arcane / +15% physical / +25% mind / +25% cold Allows you to breathe in: water Physical save: +12 (+4 eff.) Mental save: +39 (+13 eff.) Confusion immunity: +50% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 Curse of Madness A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Scorchwing the elven-silk wizard hat (Corpses) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 12 fire Changes stats: +10 Cun / +8 Str Changes resistances: +18% acid / +27% fire / +8% arcane / +15% temporal Psi when hit: +2.30 Mindpower: +45 (+13 eff.) Light radius: +5 Curse of Corpses A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Nerorin' (Misfortune) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 arcane / 4 blight Changes resistances: +10% fire / +14% cold Critical mult.: +30.00% Psi when hit: +0.24 Vim when firing critical spell: +2.40 Spellpower: +35 (+9 eff.) Mindpower: +30 (+9 eff.) Resist all after a teleport: +18% Curse of Misfortune A hat made of leather. Very stylish. |
elven-silk wizard hat 'Dimwalker' (Corpses) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Str / +11 Mag / +6 Cun / +4 Con Changes resistances penetration: +25% darkness Changes damage: +15% darkness Psi each turn: +0.30 Mindpower: +6 (+2 eff.) Light radius: +4 Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat of knowledge (Madness) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Cun / +7 Wil Mindpower: +6 (+2 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 Curse of Madness It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Kheledil the hardened leather cap (Corpses) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +19% mind Changes resistances penetration: +25% arcane Spell save: +18 (+7 eff.) Mental save: +18 (+6 eff.) Confusion immunity: +32% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+8 eff.) Resist all after a teleport: +15% Curse of Corpses A cap made of leather. |
Brass Goggles (Madness) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% Curse of Madness No self respecting craftsman would be caught without them! |
Daimeldir (Nightmares) (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Changes resistances: +24% fire / +15% darkness / +17% temporal Changes resistances penetration: +28% physical Knockback immunity: +22% Life regen: +4.49 Infravision radius: +4 Resist all after a teleport: +17% Curse of Nightmares A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Eilinariatta the Radianceblood (Madness) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +12 Defense: +3 (+0 eff.) Damage when hit (Melee): 14 light Changes resistances: +31% light Changes resistances penetration: +39% physical Physical save: +21 (+7 eff.) Stamina each turn: +4.65 Psi when hit: +3.00 Maximum psi: +60.00 Mindpower: +35 (+10 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of dexterity (+10) (Shrouds) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Dex / +10 Wil Changes resistances: +15% blight Mental save: +15 (+5 eff.) Curse of Shrouds A cap made of leather. |
Helm of the Dwarven Emperors (Corpses) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Dourradiance the dwarven-steel helm (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 10 darkness Changes stats: +7 Con Changes resistances: +18% lightning / +9% fire Changes resistances penetration: +26% darkness / +26% arcane Changes damage: +9% darkness / +18% fire Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (Madness) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Salybeth (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +26 (+5 eff.) Armour: +5 Changes stats: +10 Str / +15 Mag / +5 Con Changes resistances: +9% blight Changes resistances penetration: +20% arcane Changes damage: +12% physical Spell save: +21 (+8 eff.) Spellpower: +15 (+4 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (Nightmares) (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Nightmares A Helmet. But with steam power! |
This item will automatically be transmogrified when you leave the level.miner's voratun helm of might (Madness) (0 def, 11 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +11 Changes stats: +5 Str / +5 Con Infravision radius: +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Rainsaw' (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Mag Changes resistances: +21% acid / +14% fire / +28% cold Changes resistances penetration: +38% darkness Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +46% Resist all after a teleport: +20% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
25 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2358 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
60 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
ChyromilegCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Changes stats: +2 Cun Changes resistances penetration: +11% all Critical mult.: +10.00% Mental save: +9 (+3 eff.) Stamina each turn: +2.00 Psi when hit: +0.04 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 502 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 413.34 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Balusta'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+5 eff.) Changes stats: +8 Dex Changes resistances penetration: +20% physical Mental save: +11 (+4 eff.) Stamina each turn: +3.00 Maximum psi: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
ArthunegPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 29 fire Changes stats: +1 Wil / +6 Con Changes resistances: +33% blight / +9% fire / +11% darkness Life regen: +15.00 Vim when firing critical spell: +2.42 Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Light radius: +5 Infravision radius: +6 Resist all after a teleport: +15% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 41 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
LightningmortalInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 12 mind Changes stats: +7 Wil Changes resistances: +12% blight Changes resistances penetration: +15% all Critical mult.: +20.00% Mental save: +14 (+5 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level.Mayugawe Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +25 Damage when hit (Melee): 15 arcane Changes damage: +33% physical Mental save: +14 (+5 eff.) Only die when reaching: -123.94 life Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level.ethereal dwarven lantern of illusion Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Changes stats: +8 Mag Physical save: +20 (+7 eff.) Spell save: +20 (+8 eff.) Mental save: +20 (+7 eff.) Spellpower: +17 (+5 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 41.42 cold damage and 50.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Activation costs 80 power out of 54/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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 Activation costs 100 power out of 10/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Ereloneg the Shadowsteel (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Changes stats: +1 Str Changes resistances: +17% darkness Damage affinity(heal): +15% darkness Physical save: +6 (+2 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Radianceumbra (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +7 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +25% arcane Changes damage: +9% arcane Critical mult.: +14.00% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +8% Light radius: +3 Resist all after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Chamolen' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 30 * 30% chance to reduce armor by 40% Changes stats: +3 Str Changes resistances: +27% acid / +30% blight Changes resistances penetration: +35% arcane Critical mult.: +20.00% Resist all after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 526.32 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 644.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 1/25. This rod carved out of a giant spider fang continuously drips venom. |
steel torque of mindblast 'Glarequeller' [power 170] (1/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 light Changes resistances: +12% nature Changes damage: +21% light Light radius: +2 It can be used to blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Radhugen the Tidecutter [power 4] (1/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 40% Changes resistances: +9% cold / +12% fire Physical save: +19 (+6 eff.) Poison immunity: +21% Light radius: +3 Resist all after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 94. Torques are made by powerful psionics to store psionic powers. |
Cloudripper [power 5] (1/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Effects on melee hit: * 31% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Con Changes resistances: +18% lightning / +18% temporal Changes resistances penetration: +35% physical / +35% light / +35% arcane Changes damage: +12% physical It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of psionic shield [power 303] (1/33 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 303 for 5 turns Activation puts all charms on cooldown for 33 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.piercing voratun torque of mindblast [power 475] (1/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 542 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Starspire the ash totem of summon tentacle [power 165] (1/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +2 Defense: +10 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +10% light / +15% physical Critical mult.: +15.00% Physical save: +6 (+2 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 416 Base Damage: 185 Armor: 15 All Resist: 18 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lustreworth the elven-wood totem of healing [power 410] (1/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% arcane / +17% temporal Changes resistances penetration: +28% light Disease immunity: +22% Maximum life: +110.45 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Getudan the dragonbone totem of thorny skin [power 90] (1/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +9 Cun / +2 Wil Changes resistances: +6% mind Mindpower: +10 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 35% chance to evade weapon attacks for 2 turns. * Increase all damage by 22% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Glyyatta the dragonbone totem of stinging [power 482] (1/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes damage: +3% arcane Spell save: +3 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 (+7 eff.) It can be used to sting an enemy dealing 492 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 29% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Windhunger [power 10] (1/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +4 Changes resistances penetration: +25% physical Physical save: +6 (+2 eff.) Stamina each turn: +3.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 88 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Yumi the Cornac Adventurer level 40
56th Haze 122nd year of Ascendancy at 12:38 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Yumi the Cornac Adventurer level 50
9th Dusk 123rd year of Ascendancy at 16:25 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Yumi the Cornac Adventurer level 40
11st Haze 122nd year of Ascendancy at 02:55 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Yumi the Cornac Adventurer level 31
59th Dusk 122nd year of Ascendancy at 10:44 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Yumi the Cornac Adventurer level 45
24th Regrowth 123rd year of Ascendancy at 08:54 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Yumi the Cornac Adventurer level 50
57th Pyre 123rd year of Ascendancy at 11:48 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Yumi the Cornac Adventurer level 50
55th Regrowth 123rd year of Ascendancy at 21:55 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Yumi the Cornac Adventurer level 50
12nd Dusk 123rd year of Ascendancy at 09:38 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Yumi the Cornac Adventurer level 43
21st Regrowth 123rd year of Ascendancy at 04:32 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Yumi the Cornac Adventurer level 50
24th Dusk 123rd year of Ascendancy at 03:08 see stats
Burnt to the ground (Insane (Roguelike) difficulty)
Gave the staff of absorption to the apprentice mage and watched the fireworks.By Yumi the Cornac Adventurer level 40
16th Haze 122nd year of Ascendancy at 23:31 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Yumi the Cornac Adventurer level 50
2nd Mirth 123rd year of Ascendancy at 01:17 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yumi the Cornac Adventurer level 10
8th Flare 122nd year of Ascendancy at 14:19 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Yumi the Cornac Adventurer level 50
10th Dusk 123rd year of Ascendancy at 16:48 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Yumi the Cornac Adventurer level 50
46th Regrowth 123rd year of Ascendancy at 12:34 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Yumi the Cornac Adventurer level 41
60th Haze 122nd year of Ascendancy at 13:46 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Yumi the Cornac Adventurer level 50
9th Flare 123rd year of Ascendancy at 06:17 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Yumi the Cornac Adventurer level 50
73rd Pyre 123rd year of Ascendancy at 21:32 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Yumi the Cornac Adventurer level 33
74th Dusk 122nd year of Ascendancy at 01:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Yumi the Cornac Adventurer level 22
21st Dusk 122nd year of Ascendancy at 06:47 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Yumi the Cornac Adventurer level 45
23rd Regrowth 123rd year of Ascendancy at 05:47 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Yumi the Cornac Adventurer level 50
16th Dusk 123rd year of Ascendancy at 01:25 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Yumi the Cornac Adventurer level 50
46th Regrowth 123rd year of Ascendancy at 13:17 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Yumi the Cornac Adventurer level 50
41st Regrowth 123rd year of Ascendancy at 08:27 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yumi the Cornac Adventurer level 34
77th Dusk 122nd year of Ascendancy at 15:01 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Yumi the Cornac Adventurer level 50
57th Pyre 123rd year of Ascendancy at 17:06 see stats
I meant to do that... (Insane (Roguelike) difficulty)
Avoid death 50 times with a life-saving talent.By Yumi the Cornac Adventurer level 50
19th Dusk 123rd year of Ascendancy at 05:57 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Yumi the Cornac Adventurer level 50
38th Regrowth 123rd year of Ascendancy at 06:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yumi the Cornac Adventurer level 10
8th Flare 122nd year of Ascendancy at 02:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Yumi the Cornac Adventurer level 20
14th Dusk 122nd year of Ascendancy at 03:59 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Yumi the Cornac Adventurer level 30
50th Dusk 122nd year of Ascendancy at 07:35 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Yumi the Cornac Adventurer level 40
10th Haze 122nd year of Ascendancy at 20:38 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Yumi the Cornac Adventurer level 50
33rd Regrowth 123rd year of Ascendancy at 02:32 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Yumi the Cornac Adventurer level 50
14th Dusk 123rd year of Ascendancy at 08:50 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Yumi the Cornac Adventurer level 50
4th Flare 123rd year of Ascendancy at 04:24 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Yumi the Cornac Adventurer level 27
44th Dusk 122nd year of Ascendancy at 11:39 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Yumi the Cornac Adventurer level 48
30th Regrowth 123rd year of Ascendancy at 12:55 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Yumi the Cornac Adventurer level 43
20th Regrowth 123rd year of Ascendancy at 04:00 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Yumi the Cornac Adventurer level 24
23rd Dusk 122nd year of Ascendancy at 15:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Yumi the Cornac Adventurer level 42
19th Regrowth 123rd year of Ascendancy at 21:55 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Yumi the Cornac Adventurer level 23
22nd Dusk 122nd year of Ascendancy at 22:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yumi the Cornac Adventurer level 11
8th Flare 122nd year of Ascendancy at 22:49 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Yumi the Cornac Adventurer level 50
14th Dusk 123rd year of Ascendancy at 13:37 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Yumi the Cornac Adventurer level 47
27th Regrowth 123rd year of Ascendancy at 12:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Yumi the Cornac Adventurer level 23
22nd Dusk 122nd year of Ascendancy at 21:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yumi the Cornac Adventurer level 17
9th Dusk 122nd year of Ascendancy at 16:53 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yumi the Cornac Adventurer level 39
9th Haze 122nd year of Ascendancy at 13:25 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Yumi the Cornac Adventurer level 50
8th Flare 123rd year of Ascendancy at 07:02 see stats
Log
Elandar's cold repulsion area effect hits Mirror Image (Elandar) for 0 cold, 0 physical (0 total damage).
Elandar's cold repulsion area effect hits High Sun Paladin Aeryn for (68 absorbed), 0 cold, (30 absorbed), 0 physical (0 total damage).
Mirror Image (Elandar)'s ice storm area effect hits Yumi for (24 to psi shield), (36 absorbed), 0 cold (0 total damage).
Mirror Image (Elandar)'s ice storm area effect hits High Sun Paladin Aeryn for (59 absorbed), 0 cold (0 total damage).
Mirror Image (Elandar)'s cold repulsion area effect hits Argoniel for (23 absorbed), 0 cold, (9 absorbed), 0 physical (0 total damage).
Mirror Image (Elandar)'s cold repulsion area effect hits Terror for 50 cold, 17 physical (67 total damage).
Mirror Image (Elandar)'s cold repulsion area effect hits High Sun Paladin Aeryn for (8 absorbed), (5 to ice), 7 cold, (3 to ice), 5 physical (12 total damage).
Mirror Image (Elandar)'s cold repulsion area effect hits Yumi for (10 to psi shield), (15 absorbed), 0 cold, (27 absorbed), 0 physical (0 total damage).
Argoniel casts Curse of Vulnerability.
Yumi is cursed.
Bone Spike hits Yumi for (180 absorbed), 0 physical (0 total damage).
High Sun Paladin Aeryn activates Retribution.
Argoniel is fully armored again.
Burning from Yumi hits Mirror Image (Elandar) for 0 fire damage.
Bleeding from Yumi hits Argoniel for (5 absorbed), 3 physical (3 total damage).
Spydric Poison from Yumi hits Argoniel for (54 absorbed), 30 nature (30 total damage).
Elandar casts Rune: Shielding.
A shield forms around Elandar.
Elandar loses 50 mana from using a non-Arcane talent!
Elandar casts Manathrust.
Elandar's spell attains critical power!
Your shield crumbles under the damage!
The shield around Yumi crumbles.
Yumi converts damage to paradox!
Elandar hits Yumi for (59 to psi shield), (83 absorbed), (62 turned into osmosis), (757 converted), 1765 arcane (1765 total damage).
Yumi the level 50 cornac adventurer was mana-torn to death by a Elandar on level 11 of High Peak.
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The air around Yumi grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
You carry too much--you are encumbered!
Drop some of your items.
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Damage dealt
=====================
21,331,408 darkness
12,780,456 light
834,999 physical
673,220 fire
208,033 arcane
115,574 mind
94,980 cold
22,809 lightning
8,304 blight
7,410 temporal
3,232 acid
1,928 nature
=====================
Damage taken
=====================
471,393 physical
197,987 fire
176,970 cold
106,262 darkness
87,649 acid
79,755 light
74,000 blight
65,137 lightning
58,407 nature
50,494 arcane
36,493 mind
24,712 temporal























































































































































































































