Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.4.8Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 113 / 22% |
Size | medium |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 34 on the 20th Steel 123rd year of Ascendancy at 22:18 4 / 3Killed by Gluriathra the snow giant at level 100 on the 16th Shortage 123rd year of Ascendancy at 20:29 Killed by Adewe the elven cultist at level 113 on the 7th Iron 124th year of Ascendancy at 13:48 |
Primary Stats
Strength | 98 (base 59) |
Dexterity | 39 (base 18) |
Constitution | 153 (base 123) |
Magic | 168 (base 123) |
Willpower | 81 (base 39) |
Cunning | 151 (base 123) |
Resources
Mana | 982/982 |
Negative | 370/376 |
Vim | 468/468 |
Life | 8010/8010 |
Positive | 316/316 |
Souls | 10/10 |
Healing Factor | 2.4740866873066 |
Regeneration | 69.048220476084 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -53.301108684306% |
Spell | 0% |
Global | +120.256341367% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 89 |
Accuracy | 36 |
Crit Chance | 107% |
APR | 65 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 36 |
Crit Chance | 115% |
APR | 61 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 35.196261682243 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 89% |
Speed | 1 |
Offense: Damage Bonus
All | +12% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 128.45888002307 (100%) |
Defense | 60 |
Ranged Defense | 64 |
Fatigue | 26 |
Physical Save | 75 |
Spell Save | 89 |
Mental Save | 101 |
Defense: Resistances
All | + 32%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Bleed Resistance | 10% |
Confusion Resistance | 19% |
Pinning Resistance | 14% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 87% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 45% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 844 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 13 turns. While Heroism is active, you will only die when reaching -1187 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1171% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Spell / Fire alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Celestial / Volatility | 1.20 |
| 1/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Celestial / Sun | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 11/5 |
Celestial / Blaze | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Blight | 1.00 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Undead drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Irradiate | 1.00 |
| 1/5 |
| 9/5 |
| 1/5 |
| 11/5 |
Celestial / Radiance | 1.00 |
| 11/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Celestial / Gale | 1.00 |
| 4/5 |
| 1/5 |
| 7/5 |
| 9/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sickness | 1.00 |
| 11/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 10/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Forecast | 1.00 |
| 10/5 |
| 3/5 |
| 6/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 11/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Pulsing Aura |
talent | Chant of Fortitude |
talent | Infestation |
talent | Dark Ritual |
talent | Purge Weakness |
talent | Flame Infusion |
talent | Premonition |
talent | Raze |
talent | Astral Inferno |
talent | Words of the Wind |
talent | Scarlet Wind |
talent | Searing Sight |
talent | Body of Fire |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. 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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
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. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Wake up and kill the dreaming horror boss 'Salovena the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 132) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 100)You completed the challenge and received: Random Artifact: Cloudoath (Misfortune) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: Random Artifact: Demonclamor | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 109)You completed the challenge and received: Random Artifact: Airburst (5 def, 10 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 114) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 116) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 120)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 128)You completed the challenge and received: Random Artifact: Ichorarc (Misfortune) (153% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 143) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 144)You completed the challenge and received: Random Artifact: Sewerdash (Corpses) (175% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 150)You completed the challenge and received: Random Artifact: Coalcrack (Misfortune) (3 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 152)You completed the challenge and received: Random Artifact: Noonbile (Shrouds) (156% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 160)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 161)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 164)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 165) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 167)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 75)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 77)You completed the challenge and received: Random Artifact: Pusbringer (19/19, 168% power, 18 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 86)You completed the challenge and received: Random Artifact: Shadowquarry | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 92) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 99) | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 108)0 / 2 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 78)0 / 4 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 106)You completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 118)You completed the challenge and received: Random Artifact: Hellsjam (Shrouds) (146% power, 21 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 131)You completed the challenge and received: Random Artifact: Nerytta (Corpses) (108% power, 32 apr, nature damage) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 171)You completed the challenge and received: Random Artifact: Crackleobsidian (Madness) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 124)Turns left: 0 You completed the challenge and received: +1 Prodigy Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 130)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 145)Turns left: 0 You completed the challenge and received: Random Artifact: Airpierce (Misfortune) (12 def, 9 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 85)Turns left: 0 You completed the challenge and received: Random Artifact: Umbrafame (147% power, 25 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 135)You completed the challenge and received: Random Artifact: Forestquell (Corpses) (118% power, 3 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 153)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 169)You completed the challenge and received: Random Artifact: Dazzlesage (Nightmares) (152% power, 6 apr, arcane element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 87)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 94)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 110) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 137) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 142) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 151) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 157) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 158)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 159)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 162)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 166) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 168)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 173) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 81) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 82)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 90)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level in less than 126 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (126) (Level 148)Turns left: 104 You completed the challenge and received: Random Artifact: Shimmerspawn (Madness) (157% power, 6 apr) | done |
Leave the level in less than 165 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (165) (Level 147)Turns left: 118 You completed the challenge and received: Random Artifact: Furnacebolt (Corpses) (9 def, 21 armour) | done |
Leave the level in less than 201 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (201) (Level 163)Turns left: 140 You completed the challenge and received: Random Artifact: Stormwasp (Misfortune) (5 def, 18 armour) | done |
Leave the level in less than 204 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (204) (Level 127)Turns left: -1 You completed the challenge and received: +1 Category Point | failed |
Leave the level in less than 207 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (207) (Level 155)Turns left: 64 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 264 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (264) (Level 146)Turns left: 125 You completed the challenge and received: Random Artifact: Hellsonslaught (Shrouds) (5 def, 20 armour) | done |
Leave the level in less than 312 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (312) (Level 112)Turns left: 204 You completed the challenge and received: Random Artifact: Silavena | done |
Leave the level in less than 48 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (48) (Level 121)Turns left: 30 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 633 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (633) (Level 111)Turns left: 547 You completed the challenge and received: +1 Class Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3875. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn 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 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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. | done |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Hareblek (Misfortune) (0 def, 19 armour) Hareblek (Misfortune) (0 def, 19 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 Fatigue: +5% Effects on melee hit: * 20% chance to disease Changes stats: +8 Dex / +6 Mag / +15 Lck Changes resistances: +6% cold / +9% arcane / +6% darkness Changes resistances penetration: +10% blight Changes damage: +24% blight / +9% arcane / +12% acid Stealth bonus: +15 Spell save: +8 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +5% Lowers spell cool-downs by: 10% Infravision radius: +3 Curse of Misfortune A pair of boots made of leather. |
Quiver | Void Quiver (Shrouds) (0/0, 156% power, 30 apr) Void Quiver (Shrouds) (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). Curse of Shrouds An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | Ivuda (Madness) Ivuda (Madness)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +28 Changes stats: +2 Str / +2 Dex / +9 Mag / +7 Wil Changes resistances: +15% cold Changes resistances penetration: +15% mind / +25% all Changes damage: +15% mind Reduces incoming crit damage: 15.00% Mental save: +40 (+7 eff.) Psi when hit: +0.16 Maximum psi: +40.00 Light radius: +8 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather hat 'Stokeoozer' (Misfortune) (0 def, 11 armour) drakeskin leather hat 'Stokeoozer' (Misfortune) (0 def, 11 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +8.0% Armour: +11 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +17 Lck / +1 Mag Changes resistances: +13% acid / +9% fire / +13% lightning / +14% cold Changes damage: +9% fire Critical mult.: +10.00% Physical save: +20 (+5 eff.) Spell save: +50 (+10 eff.) Life regen: +0.40 Stamina when hit: +3.00 Equilibrium when hit: +3.00 Mana when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +10% Mental crit. chance: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A hat made of leather. Very stylish. |
On hands | stone warden's voratun gauntlets of dispersion (Shrouds) (0 def, 21 armour) stone warden's voratun gauntlets of dispersion (Shrouds) (0 def, 21 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +21 Armour Hardiness: +15% Damage (Melee): 14 arcane Changes stats: +10 Mag / +10 Wil / +15 Con Changes resistances: +10% arcane / +12% physical Curse of Shrouds It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | voratun pickaxe 'Camochik' (Misfortune) (dig speed 19 turns) voratun pickaxe 'Camochik' (Misfortune) (dig speed 19 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -10% Changes stats: +7 Cun / +14 Str Changes resistances: +15% nature Changes resistances penetration: +15% mind Changes damage: +8% nature / +3% acid Grants telepathy: All Psi when hit: +0.16 Mindpower: +6 (+2 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Misfortune It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Void Orb (Corpses) Void Orb (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Corpses It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 378.80 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | Berydeldil the Sparkire (Corpses) Berydeldil the Sparkire (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 24 blight / 12 temporal / 16 arcane / 20 darkness Changes stats: +4 Cun / +6 Wil Changes resistances: +30% nature Changes resistances penetration: +20% blight Changes damage: +21% lightning / +15% temporal / +15% nature Mana each turn: +0.20 Mana when firing critical spell: +11.00 Maximum mana: +140.00 Spellpower: +12 (+3 eff.) Mental crit. chance: +4% Curse of Corpses Rings can have magical properties. |
Around neck | Boltstake (Corpses) Boltstake (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +8 Defense: +19 (+4 eff.) Ranged Defense: +19 (+5 eff.) Damage when hit (Melee): 16 blight Changes stats: +8 Str Changes resistances penetration: +30% blight Changes damage: +15% blight / +18% arcane / +18% lightning Talent mastery: +0.39 Cursed / Slaughter Critical mult.: +12.00% Spell save: +21 (+5 eff.) Maximum mana: +80.00 Spellpower: +8 (+2 eff.) Curse of Corpses Amulets can have magical properties. |
In main hand | Malediction (Corpses) (167% power, 15 apr) Malediction (Corpses) (167% power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 167% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Corpses The land withers and crumbles wherever this cursed axe rests. |
Around waist | Girdle of Preservation (Shrouds) Girdle of Preservation (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Curse of Shrouds A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Life Drinker (Shrouds) (152% power, 11 apr) Life Drinker (Shrouds) (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Shrouds It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 26.21 acid and 38.39 blight damage. If not cleared after five turns it will inflict 217.99 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | Coalcrack (Misfortune) (3 def, 0 armour) Coalcrack (Misfortune) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight / 12 arcane / 4 mind Changes stats: +6 Wil / +4 Mag Changes resistances: +34% darkness / +9% blight Changes resistances penetration: +10% blight / +27% darkness / +25% arcane / +5% mind Changes damage: +27% darkness / +6% arcane Stealth bonus: +25 Mental save: +20 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% 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. |
Main armor | Bokodur the Kindletreason (Shrouds) (9 def, 24 armour) Bokodur the Kindletreason (Shrouds) (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +2 Con Changes resistances: +28% acid Changes damage: +3% physical Life regen: +11.10 Only die when reaching: -40.00 life Maximum life: +298.00 Maximum stamina: +10.00 Healing mod.: +79% Curse of Shrouds A suit of armour made of metal plates. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 130.41 physical damage and 206.64 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 384) healing infusion of the sneak (heal 384)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 384 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (856% speed; 7 turns) movement infusion of the titan (856% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (647% speed; 5 turns) movement infusion of the warrior (647% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 589 over 5 turns) regeneration infusion of the sneak (heal 589 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 700 over 5 turns) regeneration infusion of the sneak (heal 700 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure mental)wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
3 schematic: Fungal Web 3 schematic: Fungal WebRequires: - 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. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Eremasadurion (Misfortune) Eremasadurion (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 temporal Changes stats: +8 Dex / +12 Mag / +7 Cun / +7 Con Changes resistances: +6% temporal Changes resistances penetration: +25% temporal Life regen: +0.80 Stamina each turn: +1.20 Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +51.00 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
Frost Lord's Chain (Nightmares) Frost Lord's Chain (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Nightmares This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Lavasun (Madness) Lavasun (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +12 Str / +10 Dex / +13 Wil / +1 Con / +20 Lck Changes resistances penetration: +25% fire Grants telepathy: Dragon Demon/Major Demon/Minor Talent masteries: +0.40 Chronomancy / Blade Threading +0.40 Celestial / Rainfall Critical mult.: +15.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +8 (+2 eff.) Infravision radius: +1 Reduce all damage from unseen attackers: 20% Curse of Madness Amulets can have magical properties. |
Limmir's Amulet of the Moon (Madness) Limmir's Amulet of the Moon (Madness)0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+4 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Curse of Madness Amulets can have magical properties. |
Pendant of the Sun and Moons (Corpses) Pendant of the Sun and Moons (Corpses)Powered 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. Curse of Corpses 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, and silences everyone else who enters. The circle lasts 6 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. |
Shard of Insanity (Corpses) Shard of Insanity (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Curse of Corpses It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 20% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Woesquall (Nightmares) Woesquall (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 blight Changes stats: +3 Cun / +6 Con Changes resistances penetration: +10% blight Changes damage: +3% blight Talent mastery: +0.31 Chronomancy / Temporal Hounds Critical mult.: +10.00% Physical save: +19 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +38% Life regen: +3.00 Mana each turn: +0.16 Maximum life: +71.00 Maximum hate: +12.00 Infravision radius: +10 Sight radius: +2 See invisible: +15 Heals friendly targets nearby when you use a nature summon: +20 Curse of Nightmares Amulets can have magical properties. |
copper amulet of magic (+2) (Madness) copper amulet of magic (+2) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Curse of Madness Amulets can have magical properties. |
enraging stralite amulet of soulsearing (Misfortune) enraging stralite amulet of soulsearing (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Changes damage: +9% blight / +13% fire / +7% physical Critical mult.: +13.00% Spellpower: +9 (+2 eff.) Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
voratun amulet (Corpses) voratun amulet (Corpses)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Corpses Amulets can have magical properties. |
wanderer's voratun amulet (Nightmares) wanderer's voratun amulet (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +9 Dex / +5 Cun / +5 Con Life regen: +0.80 Stamina each turn: +0.90 Movement speed: +10% Curse of Nightmares Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Glory of the Pride (Nightmares) Glory of the Pride (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Nightmares The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Phlegmweeper (Shrouds) Phlegmweeper (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +8 Mag / +12 Wil / +8 Cun Changes resistances: +3% blight / +6% temporal Changes resistances penetration: +15% nature / +10% blight Changes damage: +12% blight / +3% nature Blindness immunity: +46% Mana when firing critical spell: +5.00 Maximum mana: +60.00 Spellpower: +22 (+5 eff.) Infravision radius: +6 See stealth: +24 See invisible: +25 Damage Shield penetration: +60% Curse of Shrouds Rings can have magical properties. |
Wheel of Fate (Misfortune) Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+7 eff.) Changes stats: +7 Mag / +7 Wil Changes resistances: +1% physical Changes damage: +6% all Spell save: +6 (+2 eff.) Mental save: +30 (+5 eff.) Poison immunity: +20% Stun/Freeze immunity: +62% Life regen: +4.40 Spellpower: +33 (+7 eff.) Mindpower: +18 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xobrena the gold ring (Shrouds) Xobrena the gold ring (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +10 Changes stats: +5 Str / +6 Dex / +7 Cun Changes resistances: +6% cold Physical save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +25% Pinning immunity: +15% Equilibrium when hit: +0.12 Only die when reaching: -20.00 life Curse of Shrouds Rings can have magical properties. |
copper ring of power (Nightmares) copper ring of power (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
rogue's voratun ring of life (Nightmares) rogue's voratun ring of life (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +7 Cun Life regen: +1.40 Maximum life: +100.00 Healing mod.: +19% Curse of Nightmares Rings can have magical properties. |
savage's copper ring of pilfering (Corpses) savage's copper ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +7 (+1 eff.) Changes stats: +1 Con Spell save: +11 (+3 eff.) Maximum stamina: +11.00 Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 94% 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 can have magical properties. |
sneakthief's stralite ring of speed (Misfortune) sneakthief's stralite ring of speed (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +11 (+2 eff.) Changes stats: +8 Cun / +6 Dex Movement speed: +17% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
titan's copper ring of corrosion (+20%) (Misfortune) titan's copper ring of corrosion (+20%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
voratun ring 'Abysshunter' (Shrouds) voratun ring 'Abysshunter' (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 blight / 8 arcane Changes stats: +8 Mag / +8 Wil / +16 Cun / +3 Con Changes resistances: +18% blight Changes resistances penetration: +10% fire Changes damage: +18% blight / +15% fire Maximum vim: +50.00 Spellpower: +13 (+3 eff.) Mindpower: +12 (+3 eff.) See invisible: +9 Healing mod.: +10% Curse of Shrouds Rings can have magical properties. |
Spelldrinker (Misfortune) (132% power, 8 apr) Spelldrinker (Misfortune) (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Curse of Misfortune Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword of daylight (Misfortune) (113% power, 1 apr)acidic iron greatsword of daylight (Misfortune) (113% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +12 light Damage against: +14% Undead Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful stralite greatsword of phasing (Nightmares) (161% power, 22 apr)hateful stralite greatsword of phasing (Nightmares) (161% power, 22 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +70% Damage (Melee): +24 darkness Damage against: +24% Living Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty dragonbone longbow of nature (Misfortune)mighty dragonbone longbow of nature (Misfortune) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +53 nature When wielded/worn: Physical power: +14 (+5 eff.) Changes stats: +9 Str Changes resistances: +15% all Changes resistances penetration: +20% nature Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of cold (Corpses)mighty elven-wood longbow of cold (Corpses) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +18 cold When wielded/worn: Physical power: +20 (+7 eff.) Changes stats: +9 Str Changes damage: +30% cold Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. quick stralite longsword of massacre (Misfortune) (158% power, 5 apr)quick stralite longsword of massacre (Misfortune) (158% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+5 eff.) Changes stats: +5 Dex Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun longsword of crippling (Shrouds) (152% power, 6 apr)quick voratun longsword of crippling (Shrouds) (152% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +14 (+5 eff.) Physical crit. chance: +15.0% Changes stats: +7 Dex Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking steel longsword of projection (Shrouds) (104% power, 3 apr)truestriking steel longsword of projection (Shrouds) (104% power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Chargekiller (Misfortune) (158% power, 6 apr)Chargekiller (Misfortune) (158% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 71% chance to daze at end of turn Damage when hit (Melee): 12 mind Changes stats: +4 Cun Changes resistances: +15% lightning / +18% fire Changes resistances penetration: +15% mind Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Mental save: +71 (+12 eff.) Hate when firing a critical mind attack: +8.00 Maximum hate: +8.00 Maximum psi: +40.00 Mindpower: +6 (+2 eff.) Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun mace of phasing (Misfortune) (156% power, 21 apr)elemental voratun mace of phasing (Misfortune) (156% power, 21 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +60% When wielded/worn: Changes resistances penetration: +16% acid / +16% fire / +17% lightning / +14% cold Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. epiphanous living mindstar of sand (Misfortune) (114% power, 40 apr, mind damage)epiphanous living mindstar of sand (Misfortune) (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +20% physical Changes resistances penetration: +10% physical Changes damage: +15% mind / +19% physical Mindpower: +16 (+4 eff.) Mental crit. chance: +11% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) (Misfortune) Telos's Staff (Bottom Half) (Misfortune)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Misfortune The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. Urthestir the Pitchwilter (Shrouds) (136% power, 6 apr, fire element)Urthestir the Pitchwilter (Shrouds) (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 95% chance to cause random gloom Burst (radius 1) on hit: +12 mind When wielded/worn: Defense: +22 (+5 eff.) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 8 darkness Changes stats: +3 Cun / +6 Wil Changes resistances: +12% mind Changes resistances penetration: +15% nature / +15% mind Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +13 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.40 Maximum mana: +82.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +13% Damage Shield penetration: +50% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal ash vilestaff of wizardry (Misfortune) (111% power, 3 apr, fire element)ethereal ash vilestaff of wizardry (Misfortune) (111% power, 3 apr, fire 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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +16 (+4 eff.) Damage (Melee): 6 % chance of confusion Changes stats: +3 Mag / +3 Wil Changes damage: +15% fire Talent granted: +1 Command Staff Maximum mana: +48.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +26% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal elven-wood magestaff of greater warding (Madness) (129% power, 5 apr, lightning element)ethereal elven-wood magestaff of greater warding (Madness) (129% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +33 (+8 eff.) Damage (Melee): 11 % chance of confusion Maximum wards: +3 lightning Changes damage: +25% lightning Talents granted: +5 Ward +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +4% Damage Shield penetration: +31% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short dragonbone magestaff of breaching (Madness) (136% power, 6 apr, lightning element)magewarrior's short dragonbone magestaff of breaching (Madness) (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+6 eff.) Physical crit. chance: +10.0% Physical power: +15 (+5 eff.) Changes resistances penetration: +15% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone magestaff of channeling (Nightmares) (152% power, 6 apr, lightning element)potent dragonbone magestaff of channeling (Nightmares) (152% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% lightning Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +38 (+8 eff.) Spell crit. chance: +5% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting 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. Mayidama the Blindpanic (Misfortune)Mayidama the Blindpanic (Misfortune) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to blind Travel speed: +600% Damage (Ranged): +20 acid blind / +26 fire Burst (radius 1) on hit: +2 light / +6 physical Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Str / +2 Con Changes resistances penetration: +14% acid / +15% fire / +21% physical Changes damage: +9% mind / +22% physical Critical mult.: +5.00% Life regen: +2.40 Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +18 Maximum stamina: +5.00 Maximum vim: +40.00 Spell crit. chance: +1% Infravision radius: +3 Global speed: +6% 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. Splendourpyre (Nightmares)Splendourpyre (Nightmares) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * 60% chance to disease Travel speed: +600% Damage (Ranged): +17 acid / +24 fire / +13 mind Attacks use: 2.0 Steam When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +6 Cun / +11 Wil Changes resistances: +33% acid / +3% physical / +12% blight / +9% cold Changes resistances penetration: +13% fire Changes damage: +20% mind / +16% acid Mental save: +9 (+2 eff.) Disease immunity: +10% Teleport immunity: +10% Mindpower: +13 (+4 eff.) Light radius: +3 Global speed: +5% 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. blazebringer's voratun waraxe of erosion (Misfortune) (151% power, 6 apr)blazebringer's voratun waraxe of erosion (Misfortune) (151% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal Burst (radius 2) on crit: +18 fire When wielded/worn: Changes resistances penetration: +15% fire Global speed: +6% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe (Shrouds) (149% power, 6 apr)plaguebringer's voratun waraxe (Shrouds) (149% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +33% Curse of Shrouds One-handed war axes. |
Emblem of Evasion (Corpses) Emblem of Evasion (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Neira's Memory (Misfortune) Neira's Memory (Misfortune)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% Mana when firing critical spell: +3.00 Curse of Misfortune It can be used to surround yourself with a magical shield (strength 520, based on Magic) for 10 turns, costing 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. |
Silamira the Cinderwither (Shrouds) Silamira the Cinderwither (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Fatigue: -8% Changes stats: +6 Str / +7 Dex / +2 Mag / +3 Con Changes damage: +6% fire Physical save: +5 (+1 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
drakeskin leather belt 'Islymina' (Misfortune) drakeskin leather belt 'Islymina' (Misfortune)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +2 Mag Changes damage: +6% temporal Reduced damage from: +43% Summoned Physical save: +11 (+3 eff.) Spell save: +11 (+3 eff.) Mindpower: +10 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Chamyreneg the elven-silk cloak (Shrouds) (16 def, 23 armour) Chamyreneg the elven-silk cloak (Shrouds) (16 def, 23 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +23 Defense: +16 (+4 eff.) Fatigue: -2% Damage when hit (Melee): 12 mind Changes stats: +6 Wil / +6 Cun / +1 Con Changes resistances: +20% blight / +30% cold / +20% nature Changes resistances penetration: +15% mind Changes damage: +9% mind Grants telepathy: Dragon Physical save: +25 (+6 eff.) Spell save: +25 (+5 eff.) Mental save: +23 (+4 eff.) Life regen: +2.40 Maximum hate: +8.00 Mental crit. chance: +8% Healing mod.: +21% 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. |
Issorek the elven-silk cloak (Nightmares) (3 def, 12 armour) Issorek the elven-silk cloak (Nightmares) (3 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +15 Armour: +12 Defense: +3 (+0 eff.) Changes stats: +4 Str / +2 Wil / +4 Con Changes resistances: +34% darkness / +9% lightning Changes resistances penetration: +20% darkness Changes damage: +21% darkness Critical mult.: +27.00% Stealth bonus: +40 Spell save: +15 (+3 eff.) Disease immunity: +20% Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Spell crit. chance: +3% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunvenom (Misfortune) (2 def, 0 armour) Sunvenom (Misfortune) (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: +9 Str / +3 Dex / +4 Con Changes resistances: +9% light 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. |
Threads of Fate (Misfortune) (10 def, 0 armour) Threads of Fate (Misfortune) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) Curse of Misfortune It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
restorative elven-silk cloak of implacability (Corpses) (3 def, 0 armour) restorative elven-silk cloak of implacability (Corpses) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +14% nature / +14% blight Physical save: +8 (+2 eff.) Mental save: +12 (+2 eff.) Life regen: +2.80 Only die when reaching: -50.00 life Healing mod.: +21% 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. |
Murkschism the elven-silk robe (Corpses) (13 def, 8 armour) Murkschism the elven-silk robe (Corpses) (13 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature / 12 fire Changes stats: +6 Mag Changes resistances: +9% temporal / +15% light / +15% darkness Changes resistances penetration: +5% fire Changes damage: +6% blight / +20% light / +20% all Spell save: +25 (+5 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Maximum life: +65.00 Maximum mana: +40.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +9% Light radius: +3 Curse of Corpses 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 Angolwen (Corpses) (2 def, 0 armour)cashmere robe of Angolwen (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Silence immunity: +31% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +14 (+3 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dispeller's cashmere robe of alchemy (Corpses) (2 def, 0 armour)dispeller's cashmere robe of alchemy (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning / +16% physical / +10% darkness / +16% acid / +9% blight / +26% fire / +26% cold / +10% light Changes damage: +9% acid / +11% physical / +9% fire / +11% cold Talent cooldown: Refit Golem (-5 turns) Physical save: +16 (+4 eff.) Spell save: +32 (+7 eff.) Mental save: +15 (+3 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe of alchemy (Corpses) (3 def, 0 armour)stargazer's silk robe of alchemy (Corpses) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Cun Changes resistances: +18% acid / +18% physical / +18% fire / +18% cold Changes damage: +13% acid / +13% physical / +10% light / +13% cold / +12% fire / +17% darkness Talent cooldown: Refit Golem (-6 turns) Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismstinger (Misfortune) (0 def, 4 armour) Prismstinger (Misfortune) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +3 Con Changes resistances penetration: +15% light Changes damage: +3% blight Critical mult.: +5.00% Spellpower: +4 (+1 eff.) Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (Nightmares) (8 def, 15 armour) Steam Powered Boots (Nightmares) (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Nightmares Boots. But with steam power! |
The Warped Boots (Nightmares) (2 def, 4 armour) The Warped Boots (Nightmares) (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) Curse of Nightmares It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 421.60 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots of uncanny dodging (Nightmares) (10 def, 5 armour)invigorating pair of voratun boots of uncanny dodging (Nightmares) (10 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -6% Stamina each turn: +0.80 Maximum life: +46.00 Movement speed: +10% 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. |
pair of voratun boots 'Bileripper' (Madness) (6 def, 15 armour) pair of voratun boots 'Bileripper' (Madness) (6 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 16 acid Changes resistances: +6% cold / +26% temporal / +30% darkness / +4% physical Changes resistances penetration: +19% temporal / +20% darkness / +10% nature Changes damage: +9% acid Mental save: +3 (+1 eff.) Blindness immunity: +15% Cut immunity: +10% Silence immunity: +10% Confusion immunity: +5% Life regen: +5.50 Infravision radius: +3 Healing mod.: +30% Defense after a teleport: +23 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (Corpses) (0 def, 6 armour) Dakhtun's Gauntlets (Corpses) (0 def, 6 armour)Requires: - Talent 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% Curse of Corpses 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. |
Spellhunt Remnants (Madness) (3 def, 4 armour) Spellhunt Remnants (Madness) (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Spell save: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level. alchemist's rough leather gloves of strength (+3) (Nightmares) (0 def, 1 armour)alchemist's rough leather gloves of strength (+3) (Nightmares) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +1 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Str / +3 Mag / +3 Wil Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves (Misfortune) (0 def, 9 armour)heroic drakeskin leather gloves (Misfortune) (0 def, 9 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+3 eff.) Maximum life: +80.00 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of dispersion (Madness) (0 def, 7 armour) =Disperse Magic= heroic voratun gauntlets of dispersion (Madness) (0 def, 7 armour) =Disperse Magic=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 10 arcane Changes stats: +8 Mag / +7 Wil Changes resistances: +7% arcane Mental save: +15 (+3 eff.) Maximum life: +47.00 Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Eastern Wood Hat (Corpses) (15 def, 0 armour) 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 (+14 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. |
Loranik the voratun helm (Misfortune) (0 def, 5 armour) Loranik the voratun helm (Misfortune) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +8 Str / +9 Dex / +3 Mag / +5 Wil / +4 Cun Changes resistances: +13% blight / +9% darkness Changes resistances penetration: +10% blight / +10% arcane Spell save: +25 (+5 eff.) Mental save: +12 (+2 eff.) Mindpower: +5 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. Curse of Misfortune 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, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (Nightmares) (7 def, 0 armour) Omniscience (Nightmares) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Nightmares It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steam Powered Helm (Shrouds) (3 def, 12 armour) Steam Powered Helm (Shrouds) (3 def, 12 armour)Requires: - Talent 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.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Shrouds A Helmet. But with steam power! |
Stormwasp (Misfortune) (5 def, 18 armour) Stormwasp (Misfortune) (5 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 20 physical Changes stats: +4 Mag Changes resistances: +6% blight / +1% physical / +3% mind / +33% fire Changes resistances penetration: +5% blight / +5% mind / +5% arcane Changes damage: +3% lightning / +6% arcane / +6% blight Grants telepathy: Dragon Humanoid/Orc Critical mult.: +20.00% Spell save: +9 (+2 eff.) Blindness immunity: +5% Poison immunity: +30% Silence immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +15% Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Only die when reaching: -80.00 life Maximum psi: +20.00 Spell crit. chance: +1% Damage Shield penetration: +10% Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening iron mail armour of thunder (Madness) (2 def, 4 armour)enlightening iron mail armour of thunder (Madness) (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+5 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Mag / +10 Wil / +5 Cun Changes resistances: +12% lightning Mental save: +13 (+2 eff.) Spellpower: +13 (+3 eff.) Spell crit. chance: +6% Mindpower: +13 (+4 eff.) Mental crit. chance: +5% Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of implacability (Nightmares) (2 def, 13 armour)enlightening steel mail armour of implacability (Nightmares) (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +6 Cun / +6 Wil Physical save: +9 (+2 eff.) Mental save: +16 (+3 eff.) Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of command (Corpses) (20 def, 18 armour)searing voratun mail armour of command (Corpses) (20 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Fatigue: +16% Damage (Melee): 21 acid / 23 fire Damage when hit (Melee): 12 acid / 16 fire Changes stats: +6 Cun Changes resistances: +21% acid / +30% fire Mental save: +25 (+4 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of Toknor (Corpses) (5 def, 8 armour)drakeskin leather armour of Toknor (Corpses) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Critical mult.: +20.00% Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. deflecting voratun shield of lightning resistance (+30%) (Shrouds) (27 def, 3 armour, 192 block)deflecting voratun shield of lightning resistance (+30%) (Shrouds) (27 def, 3 armour, 192 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +27 (+6 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +30% lightning Talent granted: +5 Block Deflect projectiles away: +19% Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of earthen fury (Corpses) (12 def, 21 armour, 302 block)impervious voratun shield of earthen fury (Corpses) (12 def, 21 armour, 302 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +21 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +20% physical Talent granted: +5 Block Physical save: +15 (+4 eff.) Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of lightning resistance (+28%) (Corpses) (12 def, 3 armour, 196.5 block)warded voratun shield of lightning resistance (+28%) (Corpses) (12 def, 3 armour, 196.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +28% lightning Maximum wards: +6 lightning / +4 temporal / +6 blight / +5 fire / +6 cold Talents granted: +1 Ward +5 Block Curse of Corpses Handheld deflection devices. |
Quiver of the Sun (Misfortune) (25/25, 142% power, 15 apr) Quiver of the Sun (Misfortune) (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. Curse of Misfortune This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
933 alchemist agate (Corpses) 933 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindsmash the voratun pickaxe (Madness) (dig speed 7 turns) Blindsmash the voratun pickaxe (Madness) (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +5 Mag Changes resistances: +9% light Changes damage: +9% darkness / +3% light Maximum life: +39.00 Maximum mana: +48.00 Maximum stamina: +30.00 Spell crit. chance: +9% Lowers spell cool-downs by: 10% Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (Misfortune) (dig speed 12 turns) Tooth of the Mouth (Misfortune) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig Curse of Misfortune A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 jade 17 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. |
22 turquoise 22 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Guda the Stokedare (Corpses) Guda the Stokedare (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 16 fire Changes resistances: +10% temporal / +6% light / +6% fire / +9% cold / +9% darkness Changes resistances penetration: +15% all Spell save: +45 (+9 eff.) Blindness immunity: +70% Silence immunity: +10% Confusion immunity: +30% Knockback immunity: +10% Light radius: +11 See stealth: +19 See invisible: +19 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% Curse of Corpses It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Umbraphage (Corpses) Umbraphage (Corpses)Infused 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 (+2 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). Curse of Corpses It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 420.42 darkness damage (based on Mindpower and charge), costing 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. |
Wintertide Phial (Madness) Wintertide Phial (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Madness It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Xerurin (Madness) Xerurin (Madness)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +6 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +2 Dex / +8 Con Changes resistances: +15% blight Changes resistances penetration: +20% mind Grants telepathy: Humanoid/Orc Mental save: +24 (+4 eff.) Life regen: +5.80 Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +4 Infravision radius: +4 See stealth: +25 See invisible: +22 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern (Nightmares) brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health (Nightmares) brass lantern of health (Nightmares)Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Boltwedge' (Nightmares) dwarven lantern 'Boltwedge' (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * 33% chance to corrode armour by 30% Changes stats: +13 Wil Changes resistances: +18% lightning Changes resistances penetration: +27% acid Changes damage: +15% mind Light radius: +4 See invisible: +21 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Phlegmrupture' (Corpses) dwarven lantern 'Phlegmrupture' (Corpses)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 30 fire Changes stats: +5 Con Changes resistances: +12% blight / +10% fire Changes resistances penetration: +10% mind / +15% all Changes damage: +9% nature / +9% blight Reduces incoming crit damage: 29.00% Spell save: +26 (+6 eff.) Mental save: +6 (+1 eff.) Cut immunity: +10% Silence immunity: +10% Pinning immunity: +25% Life regen: +5.50 Light radius: +6 Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern of health (Madness) survivor's brass lantern of health (Madness)Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Maximum life: +43.00 Light radius: +2 Healing mod.: +11% Curse of Madness A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One (Madness) Eye of the Dreaming One (Madness)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 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) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor 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), costing 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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
50 alchemist bloodstone (Corpses) 50 alchemist bloodstone (Corpses)0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Curse of Corpses Gems can be sold for money or used in arcane rituals. |
33 bloodstone 33 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. |
43 fire opal 43 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% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 ruby 20 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1177.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of psychoportation (Madness) [power 28] (30 cooldown) steel torque of psychoportation (Madness) [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Curse of Madness It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice (Nightmares) Honeywood Chalice (Nightmares)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% Curse of Nightmares This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem (Nightmares) The Guardian's Totem (Nightmares)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) Curse of Nightmares It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Starfurnace the yew wand of clairvoyance (Nightmares) [power 12] (6 cooldown) Starfurnace the yew wand of clairvoyance (Nightmares) [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Armour: +4 Damage when hit (Melee): 16 physical Changes stats: +8 Str Changes resistances penetration: +10% light Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Curse of Nightmares It can be used to reveal the area around you, dispelling darkness (radius 12, power 108 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
52 diamond 52 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. |
54 moonstone 54 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
59 pearl 59 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. |
11 quartz 11 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. |
22 amber 22 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Razediance the Dwarf Adventurer level 29
7th Steel 123rd year of Ascendancy at 21:07 see stats
By Razediance the Dwarf Adventurer level 18
28th Wealth 122nd year of Ascendancy at 10:58 see stats
By Razediance the Dwarf Adventurer level 28
1st Iron 123rd year of Ascendancy at 14:36 see stats
By Razediance the Dwarf Adventurer level 29
4th Steel 123rd year of Ascendancy at 01:25 see stats
By Razediance the Dwarf Adventurer level 32
16th Steel 123rd year of Ascendancy at 08:37 see stats
By Razediance the Dwarf Adventurer level 32
20th Steel 123rd year of Ascendancy at 15:33 see stats
By Razediance the Dwarf Adventurer level 46
1st Wealth 123rd year of Ascendancy at 17:07 see stats
By Razediance the Dwarf Adventurer level 70
9th Loss 123rd year of Ascendancy at 14:20 see stats
By Razediance the Dwarf Adventurer level 39
25th Stralite 123rd year of Ascendancy at 05:42 see stats
By Razediance the Dwarf Adventurer level 31
15th Steel 123rd year of Ascendancy at 00:19 see stats
By Razediance the Dwarf Adventurer level 58
38th Dearth 123rd year of Ascendancy at 11:17 see stats
By Razediance the Dwarf Adventurer level 44
33rd Profit 123rd year of Ascendancy at 07:57 see stats
By Razediance the Dwarf Adventurer level 9
2nd Profit 122nd year of Ascendancy at 21:17 see stats
By Razediance the Dwarf Adventurer level 67
3rd Loss 123rd year of Ascendancy at 19:08 see stats
By Razediance the Dwarf Adventurer level 30
12nd Steel 123rd year of Ascendancy at 03:34 see stats
By Razediance the Dwarf Adventurer level 64
45th Dearth 123rd year of Ascendancy at 05:59 see stats
By Razediance the Dwarf Adventurer level 19
4th Dearth 122nd year of Ascendancy at 07:57 see stats
By Razediance the Dwarf Adventurer level 50
10th Dearth 123rd year of Ascendancy at 00:33 see stats
By Razediance the Dwarf Adventurer level 17
25th Wealth 122nd year of Ascendancy at 09:18 see stats
By Razediance the Dwarf Adventurer level 29
13rd Iron 123rd year of Ascendancy at 12:37 see stats
By Razediance the Dwarf Adventurer level 53
34th Dearth 123rd year of Ascendancy at 20:40 see stats
By Razediance the Dwarf Adventurer level 48
22nd Wealth 123rd year of Ascendancy at 15:27 see stats
By Razediance the Dwarf Adventurer level 44
11st Voratun 123rd year of Ascendancy at 07:24 see stats
By Razediance the Dwarf Adventurer level 22
2nd Shortage 122nd year of Ascendancy at 15:16 see stats
By Razediance the Dwarf Adventurer level 25
28th Shortage 122nd year of Ascendancy at 08:54 see stats
By Razediance the Dwarf Adventurer level 18
28th Wealth 122nd year of Ascendancy at 10:25 see stats
By Razediance the Dwarf Adventurer level 34
21st Steel 123rd year of Ascendancy at 00:19 see stats
By Razediance the Dwarf Adventurer level 70
7th Loss 123rd year of Ascendancy at 14:31 see stats
By Razediance the Dwarf Adventurer level 100
16th Shortage 123rd year of Ascendancy at 23:05 see stats
By Razediance the Dwarf Adventurer level 54
35th Dearth 123rd year of Ascendancy at 13:15 see stats
By Razediance the Dwarf Adventurer level 60
42nd Dearth 123rd year of Ascendancy at 19:22 see stats
By Razediance the Dwarf Adventurer level 10
12nd Profit 122nd year of Ascendancy at 23:34 see stats
By Razediance the Dwarf Adventurer level 20
5th Dearth 122nd year of Ascendancy at 04:39 see stats
By Razediance the Dwarf Adventurer level 30
10th Steel 123rd year of Ascendancy at 05:04 see stats
By Razediance the Dwarf Adventurer level 40
31st Stralite 123rd year of Ascendancy at 01:32 see stats
By Razediance the Dwarf Adventurer level 50
9th Dearth 123rd year of Ascendancy at 01:09 see stats
By Razediance the Dwarf Adventurer level 47
21st Wealth 123rd year of Ascendancy at 18:41 see stats
By Razediance the Dwarf Adventurer level 43
41st Stralite 123rd year of Ascendancy at 23:42 see stats
By Razediance the Dwarf Adventurer level 12
42nd Profit 122nd year of Ascendancy at 10:09 see stats
By Razediance the Dwarf Adventurer level 84
23rd Loss 123rd year of Ascendancy at 06:26 see stats
By Razediance the Dwarf Adventurer level 45
41st Profit 123rd year of Ascendancy at 20:20 see stats
By Razediance the Dwarf Adventurer level 26
30th Shortage 122nd year of Ascendancy at 14:53 see stats
By Razediance the Dwarf Adventurer level 31
12nd Steel 123rd year of Ascendancy at 05:15 see stats
By Razediance the Dwarf Adventurer level 4
17th Voratun 122nd year of Ascendancy at 20:27 see stats
By Razediance the Dwarf Adventurer level 50
10th Dearth 123rd year of Ascendancy at 00:32 see stats
By Razediance the Dwarf Adventurer level 18
28th Wealth 122nd year of Ascendancy at 10:58 see stats
By Razediance the Dwarf Adventurer level 27
1st Iron 123rd year of Ascendancy at 03:02 see stats
By Razediance the Dwarf Adventurer level 8
29th Voratun 122nd year of Ascendancy at 05:46 see stats
By Razediance the Dwarf Adventurer level 18
28th Wealth 122nd year of Ascendancy at 10:58 see stats
By Razediance the Dwarf Adventurer level 88
28th Loss 123rd year of Ascendancy at 18:23 see stats
By Razediance the Dwarf Adventurer level 50
10th Dearth 123rd year of Ascendancy at 00:33 see stats
By Razediance the Dwarf Adventurer level 93
5th Shortage 123rd year of Ascendancy at 04:51 see stats
By Razediance the Dwarf Adventurer level 9
9th Profit 122nd year of Ascendancy at 11:26 see stats
By Razediance the Dwarf Adventurer level 35
40th Steel 123rd year of Ascendancy at 13:45 see stats
By Razediance the Dwarf Adventurer level 25
29th Shortage 122nd year of Ascendancy at 21:19 see stats
By Razediance the Dwarf Adventurer level 15
14th Wealth 122nd year of Ascendancy at 02:32 see stats
By Razediance the Dwarf Adventurer level 26
30th Shortage 122nd year of Ascendancy at 15:46 see stats
By Razediance the Dwarf Adventurer level 34
22nd Steel 123rd year of Ascendancy at 03:31 see stats
Log
Razediance activates Body of Fire.
Razediance turns into pure flame!
--------------------------------
Resting starts...
Razediance starts regenerating health quickly.
Razediance stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
--------------------------------
Razediance deactivates Astral Inferno.
Razediance's light no longer sears the soul.
Razediance deactivates Premonition.
Razediance deactivates Words of the Wind.
Razediance's spell attains critical power!
Razediance is filled with the Sun's fury!
A shield forms around Razediance.
Razediance deactivates Body of Fire.
The raging fire around Razediance calms down and disappears.
Razediance deactivates Dark Ritual.
Razediance deactivates Chant of Fortitude.
Razediance deactivates Flame Infusion.
Razediance deactivates Purge Weakness.
Razediance deactivates Raze.
Razediance deactivates Scarlet Wind.
The cruel winds around Razediance weaken and disappear.
Razediance deactivates Searing Sight.
Razediance deactivates Infestation.
Razediance deactivates Pulsing Aura.