Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 178 / 59% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 236 (base 12) |
| Dexterity | 230 (base 43) |
| Constitution | 160 (base 30) |
| Magic | 259 (base 186) |
| Willpower | 156 (base 77) |
| Cunning | 327 (base 161) |
Resources
| Hate | 58/117 |
| Mana | 1914/1914 |
| Psi | 226/226 |
| Vim | 880/880 |
| Life | 9761/9761 |
| Positive | 531/581 |
| Stamina | 1033/1033 |
| Paradox | 562 |
| Healing Factor | 1.6625000000001 |
| Regeneration | 42.643125000003 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | 0% |
| Movement | +90% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | -7 |
| Infravision | 40 |
| See Stealth | 8 |
| See Invisible | 57 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 323 |
| Accuracy | 122 |
| Crit Chance | 213% |
| APR | 184 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 154.8979831125 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 103.16666666667 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 202.51368340613 (30%) |
| Defense | 106.73333333333 |
| Ranged Defense | 117.9 |
| Fatigue | 0 |
| Physical Save | 106.98333333333 |
| Spell Save | 91.11 |
| Mental Save | 125.05 |
Defense: Resistances
| All | + 10%( 73%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 31% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 842 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 301 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.00 |
| 4/5 |
| 9/5 |
| 1/5 |
| 4/5 |
| Psionic / Absorption | 1.00 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 17/5 |
| 17/5 |
| 16/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 17/5 |
| 6/5 |
| 1/5 |
| 4/5 |
| Technique / Magical combat | 1.00 |
| 6/5 |
| 15/5 |
| 6/5 |
| 5/5 |
| Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 13/5 |
| Spell / Stone | 1.20 |
| 17/5 |
| 1/5 |
| 10/5 |
| 17/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 11/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 9/5 |
| 1/5 |
| 17/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Demonic strength | 1.00 |
| 2/5 |
| 5/5 |
| 17/5 |
| 17/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 4/5 |
| 7/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Energy | 1.00 |
| 17/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 10/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Energy Decomposition |
| talent | Arcane Shield |
| talent | Kinetic Shield |
| talent | Matter Weaving |
| talent | Crystalline Focus |
| talent | Abyssal Shield |
| talent | Disintegration |
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 13.0% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Countering melee attacks: Has a 79% chance to get an automatic counter attack when avoiding a melee attack. (3.7 counters remaining) Counter Attacking |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -1 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+42% chance to avoid traps). Power 4+: Unfortunate End: There is a 33% chance that the damage you deal will increase by 34% if the increase would be enough to kill your opponent. |
| beneficial effect | The target's appearance has been altered. Cloak of Deception |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 6%). Shroud of Weakness |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+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 repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+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 Charm Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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: 212. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | yew vilestaff 'Dazzlepiercer' (Madness) (36-43.2 power, 4 apr, physical element) yew vilestaff 'Dazzlepiercer' (Madness) (36-43.2 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 36.0 - 43.2 Uses stat: 100% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +35 Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 nature Burst (radius 1) on hit: +4 light / +20 acid When wielded/worn: Effects on melee hit: * 45% chance to blind Damage (Melee): 51 fire Damage when hit (Melee): 12 mind Changes stats: +5 Mag / +5 Wil / +2 Con Changes resistances penetration: +5% mind Changes damage: +9% mind / +36% physical Talents granted: +4 Flame Bolts +1 Command Staff Critical mult.: +60.00% Reduces incoming crit damage: 10.00% Mana each turn: +0.28 Maximum mana: +66.00 Spellpower: +55 (+7 eff.) Spell crit. chance: +14% See invisible: +25 Curse of Madness It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
| Quiver | quiver of yew arrows 'Abyssreeve' (Misfortune) (20/20, 65.5-91.7 power, 18 apr) quiver of yew arrows 'Abyssreeve' (Misfortune) (20/20, 65.5-91.7 power, 18 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 65.5 - 91.7 Uses stats: 50% Wil, 70% Cun Damage type: Arcane Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +18 Physical crit. chance: +54.0% Capacity: 20 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 20% chance to daze * 25% chance to disease * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * splashes the target with acid * cripple the target Travel speed: +200% Damage (Ranged): +8 lightning / +26 darkness / +16 fire / +14 acid / +34 blight / +14 cold / +28 arcane / +14 mind Burst (radius 1) on hit: +8 lightning / +20 fire / +8 arcane Burst (radius 2) on crit: +8 fire Curse of Misfortune Arrows are used with bows to pierce your foes to death. Press to compare |
| Light source | Velyrabreba (Madness) Velyrabreba (Madness)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 55% chance to corrode armour Damage when hit (Melee): 14 fire Changes stats: +4 Mag / +4 Wil / +10 Cun / +2 Con Changes resistances: +7% blight / +6% fire / +7% darkness / +7% light Changes resistances penetration: +10% mind / +7% all Changes damage: +7% light / +7% darkness / +7% mind Damage affinity(heal): +5% light / +5% darkness Mental save: +22 (+3 eff.) Life regen: +2.20 Equilibrium when hit: +0.08 Mindpower: +6 (+1 eff.) Mental crit. chance: +7% Light radius: -12 Infravision radius: +15 See stealth: +8 See invisible: +8 Curse of Madness It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 590.05 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
| On head | voratun helm 'Arydralen' (Madness) (12 def, 5 armour) voratun helm 'Arydralen' (Madness) (12 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +0% Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 29 physical Changes stats: +39 Str / +40 Dex / +1 Mag / +9 Wil / +17 Cun / +17 Con Changes resistances: +12% acid / +38% darkness / +26% blight / +10% cold / +21% mind / +15% fire Changes resistances penetration: +15% acid / +20% arcane Changes damage: +12% acid / +6% arcane Physical save: +18 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +59 (+8 eff.) Confusion immunity: +35% Stun/Freeze immunity: +36% Infravision radius: +8 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14498.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| Tool | voratun pickaxe 'Ravenhunt' (Nightmares) (dig speed 3 turns) voratun pickaxe 'Ravenhunt' (Nightmares) (dig speed 3 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +5 Defense: +8 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +17 Str / +12 Mag / +9 Wil / +4 Con Changes resistances: +3% temporal / +10% physical Changes resistances penetration: +25% physical / +25% darkness / +10% temporal Changes damage: +21% temporal Maximum life: +40.00 Maximum mana: +100.00 Maximum stamina: +30.00 Spell crit. chance: +20% Lowers spell cool-downs by: 10% Mental crit. chance: +13% Light radius: +1 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Sparkmight (Nightmares) Sparkmight (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +12 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Damage when hit (Melee): 24 lightning Changes stats: +12 Str / +12 Wil / +17 Cun / +9 Con Changes resistances: +56% acid / +14% temporal / +9% blight / +12% cold / +72% nature / +6% lightning Changes resistances penetration: +5% mind Changes damage: +28% acid / +14% temporal / +27% nature / +6% mind Spell save: +14 (+3 eff.) Poison immunity: +18% Disease immunity: +18% Disarm immunity: +25% Knockback immunity: +25% Life regen: +1.00 Vim each turn: +1.00 Vim when hitting in melee: +0.00 Hate when firing a critical mind attack: +2.00 Maximum life: +64.00 Maximum stamina: +19.00 Maximum hate: +8.00 Mindpower: +18 (+3 eff.) Healing mod.: +18% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
| On fingers | Beterawen the Lavahack (Misfortune) Beterawen the Lavahack (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +22 (+3 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 4 mind / 24 fire Changes stats: +2 Str / +7 Dex / +19 Mag / +8 Wil / +19 Cun / +3 Con Changes resistances: +35% acid / +36% fire / +60% lightning / +35% cold Changes damage: +14% lightning / +3% light / +12% all Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Spell save: +26 (+5 eff.) Mental save: +26 (+4 eff.) Confusion immunity: +94% Vim each turn: +1.00 Hate when firing a critical mind attack: +2.00 Maximum stamina: +18.00 Maximum hate: +9.00 Spellpower: +44 (+5 eff.) Mindpower: +27 (+4 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
| Around waist | drakeskin leather belt 'Poreldara' (Corpses) drakeskin leather belt 'Poreldara' (Corpses)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +35.0% Physical power: +28 (+4 eff.) Armour: +6 Defense: +23 (+4 eff.) Changes stats: +23 Dex / +6 Mag / +24 Cun / +5 Con / +19 Lck Changes resistances: +3% lightning / +6% darkness / +11% fire / +15% cold / +6% light Changes resistances penetration: +10% arcane Critical mult.: +27.00% Trap disarming bonus: +53 Stealth bonus: +44 Physical save: +10 (+2 eff.) Spell save: +33 (+7 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.49 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +30% Infravision radius: +11 Size category: +2 Curse of Corpses A belt that goes around your waist. Press to compare |
| Main armor | Loridan (Madness) (93 def, 20 armour) Loridan (Madness) (93 def, 20 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +38 Physical crit. chance: +12.0% Armour: +20 Defense: +93 (+15 eff.) Ranged Defense: +54 (+8 eff.) Fatigue: +8% Damage (Melee): 18 lightning / 9 fire / 9 acid Damage (Ranged): 17 lightning / 9 fire / 9 acid Damage when hit (Melee): 35 physical Changes stats: +21 Str / +27 Dex / +7 Wil / +8 Cun Changes resistances: +40% lightning / +46% physical / +26% acid / +8% mind / +75% cold / +47% nature / +77% fire Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +6% physical Reduces incoming crit damage: 15.00% Physical save: +34 (+6 eff.) Mental save: +43 (+6 eff.) Silence immunity: +100% Life regen: +18.50 Stamina each turn: +3.40 Maximum life: +49.00 Movement speed: +40% Healing mod.: +34% Chance to avoid any damage: +11% Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. Press to compare |
| On feet | Furnacemaster the pair of rough leather boots (Nightmares) (38 def, 1 armour) Furnacemaster the pair of rough leather boots (Nightmares) (38 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +38 (+6 eff.) Fatigue: -10% Damage when hit (Melee): 16 mind Changes stats: +3 Str / +8 Dex / +7 Mag / +7 Wil / +2 Cun / +5 Con / +14 Lck Changes resistances: +6% light / +9% blight / +7% fire / +6% mind / +7% cold Changes resistances penetration: +5% fire Changes damage: +6% fire Grants telepathy: Dragon Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Stealth bonus: +14 Maximum encumbrance: +52 Physical save: +34 (+6 eff.) Spell save: +7 (+1 eff.) Mental save: +20 (+3 eff.) Disease immunity: +5% Silence immunity: +24% Confusion immunity: +26% Stun/Freeze immunity: +26% Mana each turn: +0.40 Maximum mana: +56.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Movement speed: +40% Defense after a teleport: +24 Resist all after a teleport: +10% New effects duration reduction after a teleport: +41% Curse of Nightmares It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 23 turns. A pair of boots made of leather. Press to compare |
| On hands | voratun gauntlets 'Poluvena' (Misfortune) (0 def, 15 armour) voratun gauntlets 'Poluvena' (Misfortune) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +49 (+7 eff.) Armour penetration: +57 Physical power: +26 (+4 eff.) Armour: +15 Damage (Melee): 40 darkness Damage when hit (Melee): 4 physical Changes stats: +15 Str / +44 Dex / +12 Mag / +44 Cun Changes resistances: +38% darkness / +3% temporal / +9% mind / +10% light Changes damage: +22% darkness / +10% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +42 (+7 eff.) Mental save: +38 (+5 eff.) Disarm immunity: +85% Only die when reaching: -20.00 life Maximum life: +160.00 Infravision radius: +2 Healing mod.: +5% When used to modify unarmed attacks: Base power: 56.0 - 78.4 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +84 Armour Penetration: +54 Physical crit. chance: +23.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Perfect Strike (60% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 30% chance to inflict damage reduction Damage Shield penetration (this weapon only): +20% Damage (Melee): +18 arcane Burst (radius 2) on crit: +34 darkness / +13 arcane / +41 light Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| Cloak | Cuthylar (Corpses) (47 def, 0 armour) Cuthylar (Corpses) (47 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+6 eff.) Armour penetration: +10 Defense: +47 (+8 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +8 Str / +6 Dex / +9 Wil / +11 Cun / +10 Con Changes resistances: +10% lightning / +3% temporal / +24% light / +34% fire / +20% nature / +10% acid / +15% blight / +10% cold / +6% darkness Stealth bonus: +15 Physical save: +48 (+8 eff.) Spell save: +9 (+2 eff.) Mental save: +28 (+4 eff.) Blindness immunity: +15% Disease immunity: +30% Disarm immunity: +20% Life regen: +3.00 Only die when reaching: -50.00 life Maximum life: +253.00 Maximum stamina: +40.00 Mental crit. chance: +8% Light radius: +4 See invisible: +9 Healing mod.: +30% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | Lightningjeer the copper amulet (Misfortune) Lightningjeer the copper amulet (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Armour: +4 Defense: +14 (+2 eff.) Fatigue: -12% Effects on melee hit: * 10% chance to disease Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to blind * 7% chance to inflict damage reduction Damage when hit (Melee): 8 blight Changes stats: +7 Str / +8 Dex / +4 Mag / +4 Wil / +5 Cun / +5 Con / +8 Lck Changes resistances cap: +3% all Changes resistances penetration: +5% lightning Changes damage: +17% darkness / +10% temporal / +17% light / +10% physical Critical mult.: +30.00% Physical save: +11 (+2 eff.) Mental save: +14 (+2 eff.) Blindness immunity: +16% Confusion immunity: +26% Life regen: +0.70 Stamina each turn: +0.60 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Mindpower: +14 (+2 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Movement speed: +10% Reduce all damage from unseen attackers: 12% Curse of Misfortune Amulets can have magical properties. Press to compare |
Inventory
Bloomhacker the copper amulet (Nightmares) Bloomhacker the copper amulet (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 blight Changes stats: +9 Dex / +3 Mag / +8 Cun / +8 Con Changes resistances penetration: +15% blight Changes damage: +9% nature / +3% arcane Critical mult.: +10.00% Life regen: +1.00 Stamina each turn: +0.80 Vim when firing critical spell: +2.00 Movement speed: +20% Curse of Nightmares Amulets can have magical properties. Press to compare |
Lisegath (Shrouds) Lisegath (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Dex / +5 Cun / +4 Con Changes resistances: +14% lightning Changes resistances penetration: +20% mind Changes damage: +3% mind Talent masteries: +0.16 Chronomancy / Blade Threading +0.16 Corruption / Heart of Fire Mental save: +6 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +0.50 Stamina each turn: +0.50 Psi when hit: +0.12 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds Amulets can have magical properties. Press to compare |
Elubrera the stralite amulet (Corpses) Elubrera the stralite amulet (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Physical power: +9 (+1 eff.) Armour: +7 Defense: +28 (+5 eff.) Fatigue: -6% Changes stats: +18 Dex / +2 Mag / +9 Wil / +18 Cun / +17 Con / +17 Lck Changes resistances: +32% lightning / +13% physical / +26% light / +26% cold / +26% fire / +6% mind / +18% darkness Changes resistances cap: +6% all Changes resistances penetration: +15% acid Changes damage: +3% acid / +9% physical Talent masteries: +0.34 Corruption / Heart of Fire +0.34 Psionic / Discharge Reduces incoming crit damage: 15.00% Physical save: +23 (+4 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +54% Poison immunity: +15% Confusion immunity: +22% Stun/Freeze immunity: +54% Life regen: +1.10 Stamina each turn: +1.80 Only die when reaching: -60.00 life Mindpower: +13 (+2 eff.) Movement speed: +10% Combat speed: +10% Reduce all damage from unseen attackers: 15% Curse of Corpses Amulets can have magical properties. Press to compare |
warrior's copper ring (Shrouds) warrior's copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Curse of Shrouds Rings can have magical properties. Press to compare |
Vargh Redemption (Nightmares) Vargh Redemption (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Nightmares It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 26.06 cold and 44.72 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
Samilamas (Shrouds) Samilamas (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +13 Defense: +20 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +5 Mag / +6 Wil / +5 Cun / +3 Con Changes resistances: +13% arcane Changes resistances penetration: +10% physical Changes damage: +13% arcane / +9% physical Mental save: +12 (+2 eff.) Vim each turn: +0.00 Vim when hitting in melee: +0.00 Spellpower: +10 (+1 eff.) Movement speed: +19% Healing mod.: +10% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 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 31% for 5 turns. Rings can have magical properties. Press to compare |
elm magestaff 'Lavawar' (Nightmares) (10-12 power, 2 apr, cold element) elm magestaff 'Lavawar' (Nightmares) (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 fire / +8 temporal Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Physical crit. chance: +6.0% Defense: +12 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 19 fire / 6 % chance of confusion Changes resistances: +3% temporal / +3% fire Changes damage: +3% fire / +10% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +11 (+1 eff.) Spell crit. chance: +1% See invisible: +7 Damage Shield penetration: +14% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. Press to compare |
magewarrior's short elm starstaff (Misfortune) (10-12 power, 2 apr, physical element) magewarrior's short elm starstaff (Misfortune) (10-12 power, 2 apr, physical element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +8 (+1 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. Press to compare |
Aerurath (Misfortune) (25-30 power, 3 apr, light element) Aerurath (Misfortune) (25-30 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +18.0% Defense: +17 (+3 eff.) Effects on melee hit: * 22% chance to blind Changes stats: +4 Mag / +4 Cun / +9 Con Changes resistances: +9% blight / +9% temporal / +9% darkness / +3% nature Changes damage: +25% light / +6% physical Talent granted: +1 Command Staff Critical mult.: +46.00% Maximum encumbrance: +20 Poison immunity: +20% Disarm immunity: +5% Life regen: +1.10 Mana each turn: +0.22 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +58.00 Maximum vim: +29.00 Maximum neg.energy: +32.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +12% Light radius: +8 Healing mod.: +16% Curse of Misfortune It can be used to project a bolt from the staff (to range 7) dealing 171.08 - 205.30 light damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Filthbolt the yew vilestaff (Corpses) (20-24 power, 4 apr, physical element) Filthbolt the yew vilestaff (Corpses) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to disease Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Mag / +3 Wil Changes resistances: +9% blight / +11% temporal / +9% darkness Changes resistances penetration: +2% nature / +10% physical Changes damage: +3% nature / +20% physical Talents granted: +1 Flame Bolts +1 Command Staff Maximum mana: +41.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +19% Reduces paradox anomalies(equivalent to willpower): +13 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. Press to compare |
Zubarin (Corpses) (20-24 power, 4 apr, physical element) Zubarin (Corpses) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +4 (+1 eff.) Armour: +10 Defense: +9 (+2 eff.) Changes stats: +1 Str / +3 Dex Changes resistances: +10% physical Maximum wards: +3 physical Changes resistances penetration: +10% physical Changes damage: +20% physical Talents granted: +3 Ward +1 Command Staff Physical save: +30 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Mana each turn: +0.18 Maximum life: +10.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +9% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Brightream the dragonbone starstaff (Corpses) (41-49.2 power, 6 apr, fire element) Brightream the dragonbone starstaff (Corpses) (41-49.2 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stat: 100% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +34 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun the target Damage Shield penetration (this weapon only): +60% Damage (Melee): +20 light Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +26 (+4 eff.) Physical crit. chance: +34.0% Physical power: +30 (+4 eff.) Defense: +40 (+7 eff.) Effects on melee hit: * 20% chance to disease * 16% chance to blind Damage (Melee): 11 % chance of confusion Changes stats: +19 Mag / +15 Wil / +1 Cun / +15 Con Changes damage: +3% arcane / +41% fire Talents granted: +5 Flame Bolts +1 Command Staff Critical mult.: +48.00% Reduces incoming crit damage: 24.00% Life regen: +3.10 Mana each turn: +0.08 Mana when firing critical spell: +1.00 Vim when firing critical spell: +6.00 Maximum mana: +349.00 Maximum vim: +38.00 Spellpower: +108 (+13 eff.) Spell crit. chance: +37% Light radius: +5 Healing mod.: +58% Damage Shield penetration: +50% Curse of Corpses It can be used to unleash an elemental blastwave, dealing 362.57 - 435.09 fire damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Voidwing (Misfortune) (30-36 power, 6 apr, fire element) Voidwing (Misfortune) (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Defense: +54 (+9 eff.) Effects on melee hit: * 39% chance to blind Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 8 fire Changes stats: +22 Mag / +12 Wil / +10 Cun / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +21% darkness / +30% fire Talent granted: +1 Command Staff Critical mult.: +23.00% Vim when firing critical spell: +7.00 Maximum mana: +188.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +45 (+6 eff.) Spell crit. chance: +5% Light radius: +10 Damage Shield penetration: +37% Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 281.63 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
dragonbone vilestaff 'Nightoracle' (Corpses) (30-36 power, 6 apr, physical element) dragonbone vilestaff 'Nightoracle' (Corpses) (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Damage (Melee): 27 fire Damage when hit (Melee): 8 darkness Changes stats: +1 Mag Changes resistances: +27% darkness / +14% temporal Maximum wards: +2 physical Changes damage: +30% physical Talents granted: +4 Ward +1 Command Staff Critical mult.: +49.00% Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +33 Maximum mana: +60.00 Spellpower: +44 (+5 eff.) Spell crit. chance: +10% See invisible: +18 Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +22 Curse of Corpses It can be used to unleash an elemental blastwave, dealing 181.50 - 217.80 physical damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Tirakai's Maul (Madness) (56-72.8 power, 12 apr) Tirakai's Maul (Madness) (56-72.8 power, 12 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 72.8 Uses stats: 120% Wil, 10% Mag Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Physical crit. chance: +12.0% Attack speed: 100% Burst (radius 2) on crit: +48 flameshock When wielded/worn: Changes stats: +4 Str / +12 Dex / +12 Mag / +4 Wil / +12 Cun / +4 Con Changes damage: +16% fire Ruby: Fire Curse of Madness It can be used to imbue the hammer with a gem of your choice, costing 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
Healhash (Madness) (43.5-69.6 power, 2 apr) Healhash (Madness) (43.5-69.6 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to corrode armour * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 physical Burst (radius 1) on hit: +8 nature / +4 physical When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Changes resistances: +10% all Changes resistances penetration: +14% acid / +14% physical / +13% nature Changes damage: +23% physical Life regen: +2.00 Only die when reaching: -80.00 life Maximum stamina: +15.00 Curse of Madness * Grants [Heavy Strike] Talent Massive two-handed swords. Press to compare |
Glitterrupture the stralite longsword (Corpses) (33-46.2 power, 5 apr) Glitterrupture the stralite longsword (Corpses) (33-46.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 48% chance to blind * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +17 lightning / +17 acid / +17 darkness Burst (radius 2) on crit: +4 mind Damage against: +17% Living When wielded/worn: Accuracy: +26 (+4 eff.) Armour penetration: +31 Physical crit. chance: +39.0% Fatigue: -8% Changes stats: +1 Cun / +11 Str Changes resistances: +6% light Changes resistances penetration: +13% physical Changes damage: +38% physical Critical mult.: +36.00% Reduces incoming crit damage: 15.00% Stamina when hit: +3.70 Curse of Corpses Sharp, long, and deadly. Press to compare |
Daimydil (Corpses) (8 def, 11 armour, 125 block) Daimydil (Corpses) (8 def, 11 armour, 125 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 acid Damage when hit (Melee): 23 acid / 16 nature Changes stats: +6 Con Changes resistances: +24% acid / +16% darkness / +16% blight / +16% nature / +16% light Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Changes damage: +3% mind Grants telepathy: Humanoid/Orc Talent granted: +3 Block Critical mult.: +10.00% Physical save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +57.00 Maximum psi: +30.00 Mental crit. chance: +2% Curse of Corpses Handheld deflection devices. |
voratun shield 'Voidglamour' (Shrouds) (12 def, 87 armour, 841.5 block) voratun shield 'Voidglamour' (Shrouds) (12 def, 87 armour, 841.5 block)Requires: - Strength 19 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +87 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +48 (+7 eff.) Fatigue: +0% Damage (Melee): 7 fire Effects when hit in melee: * 34% chance to blind Damage when hit (Melee): 20 darkness / 59 fire Changes stats: +6 Str / +4 Mag / +41 Con Changes resistances: +70% lightning / +17% light / +40% fire / +43% acid / +20% physical / +35% blight / +13% cold / +9% mind / +15% darkness Reduce damage by fixed amount: +25 blight Changes resistances penetration: +15% fire Changes damage: +9% darkness / +3% light Talent granted: +5 Block Physical save: +84 (+14 eff.) Maximum life: +96.00 Curse of Shrouds Handheld deflection devices. |
Hellsoblivion (Misfortune) (1 def, 2 armour) Hellsoblivion (Misfortune) (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Mag / +8 Wil / +4 Cun Changes resistances: +12% lightning / +18% temporal Changes damage: +3% fire Critical mult.: +20.00% Mental save: +12 (+2 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Mindpower: +17 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +10 Curse of Misfortune A suit of armour made of leather. Press to compare |
Layurira the Scumpulverizer (Corpses) (13 def, 6 armour) Layurira the Scumpulverizer (Corpses) (13 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Armour: +6 Defense: +13 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature / 15 physical Changes resistances: +6% fire / +9% darkness / +7% physical Changes resistances penetration: +10% nature / +10% fire Changes damage: +3% nature Reduces incoming crit damage: 0.00% Physical save: +19 (+3 eff.) Life regen: +11.70 Stamina each turn: +1.10 Maximum life: +55.00 Healing mod.: +40% Chance to avoid any damage: +7% Curse of Corpses It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. Press to compare |
Barkravager (Shrouds) (58 def, 55 armour) Barkravager (Shrouds) (58 def, 55 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +55 Defense: +58 (+10 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Damage (Melee): 10 acid / 20 fire Damage (Ranged): 10 acid / 20 fire Damage when hit (Melee): 4 mind / 19 physical Changes stats: +10 Str / +13 Dex / +12 Cun Changes resistances: +49% acid / +79% physical / +15% temporal / +13% cold / +48% nature / +98% fire Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +16.00% Physical save: +41 (+7 eff.) Mental save: +56 (+8 eff.) Life regen: +4.00 Maximum life: +91.00 Maximum hate: +8.00 Mindpower: +6 (+1 eff.) Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +29% Curse of Shrouds A suit of armour made of leather. Press to compare |
Glintlord (Corpses) (20 def, 17 armour) Glintlord (Corpses) (20 def, 17 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Armour: +17 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 10 acid Damage (Ranged): 10 acid Damage when hit (Melee): 20 lightning / 25 fire / 34 light Changes stats: +18 Cun / +23 Wil Changes resistances: +59% acid / +10% physical / +24% darkness / +30% blight / +39% fire / +30% nature / +30% cold Changes resistances penetration: +10% light / +10% fire Physical save: +25 (+4 eff.) Mental save: +68 (+10 eff.) Life regen: +9.00 Light radius: +5 Healing mod.: +23% Curse of Corpses A suit of armour made of leather. Press to compare |
Chalygorn the stralite mail armour (Madness) (41 def, 40 armour) Chalygorn the stralite mail armour (Madness) (41 def, 40 armour)Requires: - Strength 9 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +40 Defense: +41 (+7 eff.) Fatigue: +0% Damage when hit (Melee): 12 light / 4 blight Changes stats: +1 Str / +5 Wil / +14 Cun Changes resistances: +11% acid / +9% temporal / +26% darkness / +27% lightning / +23% blight / +13% cold / +9% mind / +27% fire Reduce damage by fixed amount: +18 all Changes damage: +9% physical Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +33 (+6 eff.) Mental save: +85 (+12 eff.) Silence immunity: +0% Life regen: +5.30 Maximum life: +244.00 Light radius: +2 Healing mod.: +43% Curse of Madness A suit of armour made of mail. Press to compare |
rough leather belt 'Runesus' (Nightmares) rough leather belt 'Runesus' (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun / +6 Lck Changes resistances: +9% acid / +3% temporal Changes damage: +3% temporal Reduces incoming crit damage: 10.00% Trap disarming bonus: +8 Stealth bonus: +7 Maximum encumbrance: +24 Pinning immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Spell crit. chance: +3% Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. Press to compare |
Phoenixcutter the hardened leather belt (Misfortune) Phoenixcutter the hardened leather belt (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Physical crit. chance: +22.0% Physical power: +19 (+3 eff.) Armour: +30 Defense: +33 (+6 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Str / +20 Dex / +20 Cun / +8 Con / +16 Lck Changes resistances: +2% physical / +28% fire / +3% temporal / +22% cold Changes resistances penetration: +14% physical Changes damage: +16% physical Reduced damage from: +28% Summoned Trap disarming bonus: +35 Stealth bonus: +22 Physical save: +78 (+13 eff.) Life regen: +2.00 Only die when reaching: -80.00 life Maximum life: +10.00 Maximum stamina: +10.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +22% Infravision radius: +10 Healing mod.: +19% Size category: +1 Curse of Misfortune A belt that goes around your waist. Press to compare |
hardened leather belt 'Hanothad' (Nightmares) hardened leather belt 'Hanothad' (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 blight Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +18% blight / +8% light / +11% darkness Changes resistances penetration: +5% acid Changes damage: +9% acid Reduced damage from: +32% Summoned Critical mult.: +10.00% Physical save: +27 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+2 eff.) Mindpower: +7 (+1 eff.) Curse of Nightmares A belt that goes around your waist. Press to compare |
Armochik the linen cloak (Nightmares) (1 def, 0 armour) Armochik the linen cloak (Nightmares) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Con Changes resistances: +12% darkness Changes resistances penetration: +7% darkness / +10% arcane Changes damage: +9% darkness / +9% temporal Stealth bonus: +8 Physical save: +6 (+1 eff.) Maximum life: +50.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. Press to compare |
pair of rough leather boots 'Dayslicer' (Corpses) (8 def, 1 armour) pair of rough leather boots 'Dayslicer' (Corpses) (8 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 4 mind Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +5% blight / +15% light Changes damage: +6% mind Critical mult.: +10.00% Maximum encumbrance: +25 Physical save: +7 (+1 eff.) Stamina each turn: +0.30 Maximum life: +32.00 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +20 Curse of Corpses A pair of boots made of leather. Press to compare |
pair of drakeskin leather boots 'Stormkin' (Nightmares) (31 def, 5 armour) pair of drakeskin leather boots 'Stormkin' (Nightmares) (31 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +31 (+5 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -5% Effects on melee hit: * 45% chance to daze * 50% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +7 Dex / +4 Mag / +5 Wil / +6 Cun / +5 Con / +15 Lck Changes resistances: +15% blight / +30% temporal / +29% darkness Changes resistances penetration: +20% darkness / +25% temporal Changes damage: +9% blight / +6% temporal / +3% lightning Stealth bonus: +14 Maximum encumbrance: +50 Physical save: +64 (+11 eff.) Spell save: +26 (+5 eff.) Mental save: +47 (+7 eff.) Stamina each turn: +1.20 Mana each turn: +0.59 Maximum mana: +48.00 Maximum stamina: +21.00 Spell crit. chance: +3% Defense after a teleport: +30 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 43% chance to completely evade them and granting you 60 defense for 17 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Shinewolf the pair of dwarven-steel boots (Madness) (18 def, 19 armour) Shinewolf the pair of dwarven-steel boots (Madness) (18 def, 19 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +19 Defense: +18 (+3 eff.) Fatigue: +3% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +8 Mag / +13 Wil / +9 Con Changes resistances: +12% lightning Changes resistances penetration: +5% fire / +8% physical Changes damage: +12% fire Mana each turn: +0.36 Maximum mana: +44.00 Spell crit. chance: +4% Mindpower: +7 (+1 eff.) Light radius: +3 Infravision radius: +6 Curse of Madness It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Xeta (Madness) (0 def, 1 armour) Xeta (Madness) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +1 Damage when hit (Melee): 8 mind Changes stats: +4 Str / +4 Mag Changes resistances penetration: +5% mind Reduces incoming crit damage: 5.00% Life regen: +1.30 Stamina each turn: +0.80 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 1). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
rough leather gloves 'Beturiann' (Shrouds) (0 def, 1 armour) rough leather gloves 'Beturiann' (Shrouds) (0 def, 1 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 6 cold Changes resistances: +9% acid / +5% cold Changes damage: +4% cold Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +4 acid Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +6 ice Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Ashransom (Misfortune) (0 def, 3 armour) Ashransom (Misfortune) (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +12.0% Armour: +3 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 20 temporal / 31 mind / 28 darkness Damage (Ranged): 18 temporal Damage when hit (Melee): 4 fire Changes stats: +5 Str / +4 Dex / +4 Cun Changes resistances: +2% physical / +15% temporal Changes damage: +9% temporal Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Physical save: +21 (+4 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +43% Pinning immunity: +5% Stun/Freeze immunity: +5% Spell crit. chance: +19% Mindpower: +5 (+1 eff.) Mental crit. chance: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +5 Physical crit. chance: +29.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 14% chance to gain 10% of a turn Burst (radius 2) on crit: +12 fire Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Leliziladuvor (Nightmares) (0 def, 7 armour) Leliziladuvor (Nightmares) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +7 Damage (Melee): 8 lightning Changes stats: +9 Str / +4 Wil / +4 Con Changes resistances: +8% lightning Changes resistances penetration: +10% blight Changes damage: +6% lightning / +6% arcane Talent mastery: +0.20 Technique / Grappling Critical mult.: +15.00% Mental save: +8 (+1 eff.) Disarm immunity: +38% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +56.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +10 lightning Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
dwarven-steel gauntlets 'Airburst' (Madness) (6 def, 2 armour) dwarven-steel gauntlets 'Airburst' (Madness) (6 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 10 acid / 14 temporal / 28 darkness / 11 blight / 28 mind Damage (Ranged): 11 temporal Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Mag / +4 Wil / +8 Cun / +8 Con Changes resistances: +8% acid / +11% temporal / +17% darkness / +7% blight / +9% fire / +6% mind / +8% light Changes damage: +20% blight / +8% temporal / +8% acid Talent mastery: +0.20 Technique / Grappling Physical save: +50 (+8 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Silence immunity: +15% Disarm immunity: +112% Teleport immunity: +10% Life regen: +3.90 Stamina each turn: +0.90 Mana each turn: +0.28 Psi each turn: +0.26 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Mindpower: +8 (+1 eff.) Infravision radius: +5 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Elemental bolt (10% chance level 3). When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 8% chance to gain 10% of a turn Damage (Melee): +19 darkness / +13 physical / +11 arcane Burst (radius 2) on crit: +11 acid / +34 darkness / +11 blight / +4 lightning / +34 light Curse of Madness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 225.18 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Dawnnigh (Corpses) (0 def, 3 armour) Dawnnigh (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical / 8 light / 8 mind Changes stats: +19 Str / +8 Dex / +6 Mag / +13 Wil / +23 Con Changes resistances: +21% blight / +11% darkness / +19% mind Changes resistances penetration: +10% mind / +15% light Changes damage: +14% blight / +14% arcane Critical mult.: +6.00% Maximum encumbrance: +30 Physical save: +11 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +53 (+8 eff.) Confusion immunity: +38% Only die when reaching: -20.00 life Maximum psi: +20.00 Spell crit. chance: +4% Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
iron helm 'Dazzlewinter' (Madness) (0 def, 3 armour) iron helm 'Dazzlewinter' (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +12 Str / +6 Dex / +3 Con Changes resistances penetration: +20% arcane Changes damage: +12% light / +3% arcane Light radius: +3 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14498.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Shadehunger the voratun helm (Nightmares) (18 def, 14 armour) Shadehunger the voratun helm (Nightmares) (18 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +14 Defense: +18 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 darkness Changes stats: +20 Str / +10 Dex / +15 Wil / +15 Cun Changes resistances: +30% blight / +15% cold / +15% fire / +7% all Changes damage: +6% darkness Allows you to breathe in: water Critical mult.: +12.00% Physical save: +33 (+6 eff.) Mental save: +13 (+2 eff.) Life regen: +0.20 Maximum stamina: +10.00 Mindpower: +6 (+1 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
17 agate 17 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
23 spinel 23 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 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 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
10 citrine 10 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 When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
13 zircon 13 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 When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
6 onyx 6 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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 When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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 When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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 When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
ruby 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 When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
amber 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 When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
359 alchemist agate (Nightmares) 359 alchemist agate (Nightmares)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. Press to compare |
Kihor the Healbloom (Madness) Kihor the Healbloom (Madness)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 nature / 25 fire Changes resistances: +11% fire / +6% nature / +3% temporal Changes resistances penetration: +5% nature / +5% temporal Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +7 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. Press to compare |
Wintertide Phial (Misfortune) Wintertide Phial (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Misfortune It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Hanudig the Brightpulverizer (Misfortune) (dig speed 23 turns) Hanudig the Brightpulverizer (Misfortune) (dig speed 23 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 16 mind / 8 fire Changes stats: +3 Str Critical mult.: +10.00% Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+1 eff.) Psi when hit: +0.08 Maximum life: +40.00 Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe of endurance (Nightmares) (dig speed 38 turns) iron pickaxe of endurance (Nightmares) (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. Press to compare |
Eye of the Dreaming One (Corpses) Eye of the Dreaming One (Corpses)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 24 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 21% 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. Press to compare |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 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. |
Belymibeth the elm wand of clairvoyance (Corpses) [power 9] (6 cooldown) Belymibeth the elm wand of clairvoyance (Corpses) [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Wil / +1 Cun / +1 Con Grants telepathy: Humanoid/Orc Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Strike +2 Void Blast Light radius: +2 See invisible: +9 Curse of Corpses It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
dragonbone wand of firewall 'Oakfiend' (Misfortune) [power 365] (6 cooldown) dragonbone wand of firewall 'Oakfiend' (Misfortune) [power 365] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 blight Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +15% darkness / +15% nature Changes damage: +9% blight Talent granted: +14 Strike Curse of Misfortune It can be used to creates a wall of flames lasting for 4 turns (dam 365 overall), putting all charms on cooldown for 6 turns. When used: 400% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
demon seed [fire imp] (level 50, finger) demon seed [fire imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, offhand) demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger) demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger) demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand) demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, finger) demon seed [quasit] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand) demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, offhand) demon seed [quasit] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, finger) demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand) demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, body) demon seed [dolleg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, finger) demon seed [dolleg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, finger) demon seed [dúathedlen] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, mainhand) demon seed [dúathedlen] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, finger) demon seed [thaurhereg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, mainhand) demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 50, finger) demon seed [uruivellas] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand) demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, body) demon seed [daelach] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, mainhand) demon seed [daelach] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, offhand) demon seed [daelach] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body) demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body) demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger) demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand) demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, finger) demon seed [champion of Urh'Rok] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, mainhand) demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, body) demon seed [forge-giant] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand) demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, offhand) demon seed [forge-giant] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
Achievements
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dust to Dust the Skeleton Adventurer level 97
44th Regrowth 123rd year of Ascendancy at 19:23 see stats
Best album ever! (Uniques)
Removed 89 beneficial effects from enemies via Disintegration.By Dust to Dust the Skeleton Adventurer level 61
38th Regrowth 123rd year of Ascendancy at 16:16 see stats
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By Dust to Dust the Skeleton Adventurer level 72
40th Regrowth 123rd year of Ascendancy at 20:20 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Dust to Dust the Skeleton Adventurer level 39
19th Regrowth 123rd year of Ascendancy at 20:21 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dust to Dust the Skeleton Adventurer level 106
78th Regrowth 123rd year of Ascendancy at 23:28 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Dust to Dust the Skeleton Adventurer level 13
1st Dusk 122nd year of Ascendancy at 19:58 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dust to Dust the Skeleton Adventurer level 97
44th Regrowth 123rd year of Ascendancy at 16:00 see stats
Level 10 (Uniques)
Got a character to level 10.By Dust to Dust the Skeleton Adventurer level 10
10th Flare 122nd year of Ascendancy at 01:14 see stats
Level 20 (Uniques)
Got a character to level 20.By Dust to Dust the Skeleton Adventurer level 20
40th Dusk 122nd year of Ascendancy at 21:05 see stats
Level 30 (Uniques)
Got a character to level 30.By Dust to Dust the Skeleton Adventurer level 30
16th Regrowth 123rd year of Ascendancy at 06:51 see stats
Level 40 (Uniques)
Got a character to level 40.By Dust to Dust the Skeleton Adventurer level 40
24th Regrowth 123rd year of Ascendancy at 11:41 see stats
Level 50 (Uniques)
Got a character to level 50.By Dust to Dust the Skeleton Adventurer level 50
28th Regrowth 123rd year of Ascendancy at 05:49 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Dust to Dust the Skeleton Adventurer level 111
10th Pyre 123rd year of Ascendancy at 01:05 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Dust to Dust the Skeleton Adventurer level 21
41st Dusk 122nd year of Ascendancy at 09:25 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Dust to Dust the Skeleton Adventurer level 58
29th Regrowth 123rd year of Ascendancy at 00:46 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Dust to Dust the Skeleton Adventurer level 39
22nd Regrowth 123rd year of Ascendancy at 12:29 see stats
The Arena (Uniques)
Unlocked Arena mode.By Dust to Dust the Skeleton Adventurer level 7
3rd Mirth 122nd year of Ascendancy at 07:06 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By Dust to Dust the Skeleton Adventurer level 97
44th Regrowth 123rd year of Ascendancy at 19:23 see stats
The Right thing to do (Uniques)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dust to Dust the Skeleton Adventurer level 118
11st Pyre 123rd year of Ascendancy at 11:45 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Dust to Dust the Skeleton Adventurer level 87
42nd Regrowth 123rd year of Ascendancy at 18:12 see stats
The secret city (Uniques)
Discovered the truth about mages.By Dust to Dust the Skeleton Adventurer level 17
8th Dusk 122nd year of Ascendancy at 20:41 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Dust to Dust the Skeleton Adventurer level 96
44th Regrowth 123rd year of Ascendancy at 15:30 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Dust to Dust the Skeleton Adventurer level 21
4th Haze 122nd year of Ascendancy at 20:43 see stats
Well trained (Uniques)
Deal one million damage to training dummies in a single training session.By Dust to Dust the Skeleton Adventurer level 147
31st Pyre 123rd year of Ascendancy at 03:27 see stats
Log
Today is the 38th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 17:45.
Dust to Dust deactivates Beyond the Flesh.
Dust to Dust deactivates Arcane Feed.
Dust to Dust deactivates Matter Weaving.
Dust to Dust deactivates Arcane Shield.
Dust to Dust deactivates Thermal Shield.
Dust to Dust deactivates Kinetic Shield.
Dust to Dust deactivates Premonition.
Dust to Dust deactivates Arcane Combat.
Dust to Dust deactivates Shielding.
Dust to Dust deactivates Disintegration.
Dust to Dust deactivates Exploit Weakness.
Dust to Dust deactivates Energy Decomposition.
Dust to Dust deactivates Crystalline Focus.
Dust to Dust deactivates Abyssal Shield.
