Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 149 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 364.32447889066 (base 47) |
Dexterity | 439.64895778134 (base 43) |
Constitution | 200.64895778134 (base 90) |
Magic | 248.32447889067 (base 100) |
Willpower | 202.64895778135 (base 100) |
Cunning | 266.64895778135 (base 100) |
Resources
Mana | 1683/1843 |
Psi | 231/263 |
Vim | 760/760 |
Life | 6913/6913 |
Stamina | 851/931 |
Healing Factor | 1.2869803204212 |
Regeneration | 19.833351487782 |
Speed
Mental | +28.245820495322% |
Attack | 0% |
Movement | +56.20512205326% |
Spell | +18.24582049533% |
Global | +115% |
Vision
Sight | 10 |
Lite | -2000 |
Infravision | 16 |
See Stealth | 133.04502279108 |
See Invisible | 143.69398057244 |
Stealth | 82 |
Offense: Mainhand
Damage | 791 |
Accuracy | 138 |
Crit Chance | 130% |
APR | 24 |
Speed | 0.78 |
Offense: Offhand
Damage | 551 |
Accuracy | 138 |
Crit Chance | 138% |
APR | 28 |
Speed | 0.78 |
Offense: Spell
Spellpower | 164 |
Crit Chance | 100% |
Speed | 0.84569585276758 |
Offense: Mind
Mindpower | 94 |
Crit Chance | 92% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +9% |
Arcane | +5% |
Cold | +40% |
All | 0% |
Lightning | +25% |
Light | +10% |
Mind | +27% |
Darkness | +10% |
Fire | +19% |
Nature | +9% |
Offense: Damage Penetration
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 68 (88.568973732692%) |
Defense | 139 |
Ranged Defense | 148 |
Fatigue | 0 |
Physical Save | 95 |
Spell Save | 83 |
Mental Save | 86 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 40%( 70%) |
Physical | + 36%( 76%) |
Mind | + 29%( 70%) |
All | + 29%( 70%) |
Lightning | + 46%( 70%) |
Light | + 44%( 80%) |
Darkness | + 42%( 80%) |
Nature | + 36%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 37% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Bleed Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 374 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 288 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 17 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to teleport up to 17 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 461 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 595.11 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 0/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Cunning / Poisons | 2.00 |
| 12/5 |
| 4/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 14/5 |
| 1/5 |
| 12/5 |
Cunning / Shadow magic | 1.00 |
| 14/5 |
| 8/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Air | 1.00 |
| 13/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Technique / Magical combat | 1.00 |
| 11/5 |
| 9/5 |
| 9/5 |
| 11/5 |
Spell / Fire | 1.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Dual techniques | 1.00 |
| 14/5 |
| 14/5 |
| 10/5 |
| 8/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 8/5 |
| 6/5 |
| 5/5 |
| 10/5 |
Technique / Combat training | 1.00 |
| 14/5 |
| 0/5 |
| 11/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Cunning / Scoundrel | 0.90 |
| 11/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 1/13 |
| 1/28 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Cursed / Cursed form | 1.00 |
| 13/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 14/5 |
| 10/5 |
| 3/5 |
| 6/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.00 |
| 9/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.00 |
| 11/5 |
| 14/5 |
| 1/5 |
| 14/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Through The Crowd |
talent | Adventure Friendly Fire Disabler |
talent | Shadow Combat |
talent | Stealth |
talent | Charged Shield |
talent | Apply Poison |
talent | Feather Wind |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Insidious Poison |
talent | Shadow Feed |
talent | Thermal Shield |
talent | Bone Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Fiery Hands |
talent | Numbing Poison |
talent | Arcane Combat |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.3)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +19% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 83% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 9.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 15.2 and stamina regeneration by 2.3. Soothing Darkness |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +16 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 89 mind and 77 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 14 nightmare (summon Terrors and chances to slow, deal 132 Mind damage, and deal 114 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.3)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +15% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 17 turns, retch (level 4) when you fall below 49% health Power 4+: Reprieve from Death: Humanoids you slay have a 44% 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 5.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% if the increase would be enough to kill your opponent. |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 874 - 1224 Accuracy: 155 (knife) APR: 31 Crit Chance: +149% Crit mult: 270% Uses Stats: 149% Cun, 50% Mag |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.3)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: +17 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 17% 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 17% for 3 turns. |
Quests
Equipment
Psionic focus | diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Quiver | Void Quiver (Nightmares) (0/0, 45-63 power, 120 apr) Void Quiver (Nightmares) (0/0, 45-63 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 71% Wil, 90% Mag, 99% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). Curse of Nightmares An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
On hands | brawler's drakeskin leather gloves of magic (+3) (Corpses) (0 def, 3 armour) brawler's drakeskin leather gloves of magic (+3) (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Dex / +4 Mag / +2 Cun Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Dúathedlen Heart (Misfortune) Dúathedlen Heart (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Misfortune This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | Lightningcrack the hardened leather cap (Nightmares) (0 def, 7 armour) Lightningcrack the hardened leather cap (Nightmares) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +10 Str / +10 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% acid Changes resistances penetration: +5% mind Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 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 2066.2 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On feet | Isewen the Hazemark (Madness) (21 def, 5 armour) Isewen the Hazemark (Madness) (21 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+3 eff.) Effects on melee hit: * 29% chance to reduce all saves and defense by 48 Changes stats: +15 Dex / +5 Mag / +10 Con Changes damage: +15% cold Critical mult.: +29.43% Psi when hit: +0.36 Hate when firing a critical mind attack: +6.00 Mindpower: +25 (+5 eff.) Curse of Madness A pair of boots made of leather. |
Tool | dwarven-steel pickaxe 'Vorille' (Madness) (dig speed 24 turns) dwarven-steel pickaxe 'Vorille' (Madness) (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +12 Changes stats: +5 Str / +5 Dex / +7 Con Changes resistances: +9% mind Changes damage: +15% mind Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Madness It can be used to activate talent Perfect Strike, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Nightsong (Misfortune) Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Misfortune It can be used to activate talent Shadowstep (costing 27 power out of 50/50) : Effective talent level: 3.5 Power cost: 27 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | Xanalle (Nightmares) Xanalle (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +4 Str / +2 Dex / +2 Mag / +3 Cun / +13 Con Changes resistances: +9% nature / +15% blight Changes damage: +9% blight Physical save: +20 (+4 eff.) Poison immunity: +25% Disease immunity: +28% Movement speed: +25% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 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 32% for 5 turns. Rings make your fingers look great! |
Around neck | Dimbrace the copper amulet (Shrouds) Dimbrace the copper amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 33% chance to reduce armor by 64% * 33% chance to reduce damage dealt by 38% Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +15% acid Changes damage: +21% acid / +12% mind / +9% nature Critical mult.: +20.00% Psi when hit: +0.56 Maximum hate: +16.00 Mental crit. chance: +13% Curse of Shrouds Amulets make your neck look great! |
In main hand | Velunne the Rimeking (Corpses) (41-57 power, 6 apr) Velunne the Rimeking (Corpses) (41-57 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 141% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 lightning / +12 cold Damage (radius 1) on hit: +24 arcane When wielded/worn: Accuracy: +24 (+4 eff.) Damage when hit (Melee): 10 mind / 6 cold Changes stats: +26 Str / +33 Dex / +26 Mag / +23 Wil / +27 Cun / +23 Con Changes resistances penetration: +10% mind Mental save: +6 (+2 eff.) Psi when hit: +0.12 Combat speed: +10% Curse of Corpses One-handed war axes. |
Around waist | drakeskin leather belt of burglary (Nightmares) drakeskin leather belt of burglary (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +11 Dex / +5 Mag / +5 Wil / +10 Cun / +5 Con / +10 Lck Trap disarming bonus: +27 Stealth bonus: +15 Infravision radius: +6 Curse of Nightmares A belt that goes around your waist. |
In off hand | Icy Kill (Corpses) (35-46 power, 10 apr) Icy Kill (Corpses) (35-46 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Corpses As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | spellcowled elven-silk cloak of Eldoral (Madness) (3 def, 0 armour) spellcowled elven-silk cloak of Eldoral (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +4 Wil / +3 Cun Spell save: +10 (+2 eff.) Maximum mana: +52.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's drakeskin leather armour of lightning resistance (Nightmares) (28 def, 17 armour) duelist's drakeskin leather armour of lightning resistance (Nightmares) (28 def, 17 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +28 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +12 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes resistances: +23% lightning Curse of Nightmares A suit of armour made of leather. |
Inventory
clarifying copper amulet of strength (+2) (Corpses) clarifying copper amulet of strength (+2) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% mind Confusion immunity: +20% Curse of Corpses Amulets make your neck look great! |
rogue's gold ring of perseverance (Madness) rogue's gold ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +27% Life regen: +4.00 Curse of Madness Rings make your fingers look great! |
steel ring of pilfering (Nightmares) steel ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +8 (+1 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Belith the Unlightmark (Shrouds) (23-30 power, 7 apr) Belith the Unlightmark (Shrouds) (23-30 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 darkness / +8 cold When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +5 Cun / +3 Dex Changes damage: +3% darkness Curse of Shrouds Sharp, short and deadly. |
Flaredream (Corpses) (40-51 power, 32 apr) Flaredream (Corpses) (40-51 power, 32 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 53 * Create an explosion dealing 211 lightning damage (1/turn) Damage Shield penetration (this weapon only): +17% Damage (Melee): +14 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 53 Changes stats: +1 Str / +2 Mag / +1 Wil / +1 Cun / +4 Con Changes resistances: +3% fire Changes resistances penetration: +23% lightning / +5% blight Changes damage: +9% lightning / +9% blight Reduces incoming crit damage: 10.00% Disease immunity: +27% Light radius: +1 Infravision radius: +2 Curse of Corpses Sharp, short and deadly. |
Mercy (Madness) (35-46 power, 9 apr) Mercy (Madness) (35-46 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 123% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Madness This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Orc Feller (Shrouds) (45-58 power, 11 apr) Orc Feller (Shrouds) (45-58 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Shrouds During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Silent Blade (Madness) (25-32 power, 10 apr) Silent Blade (Madness) (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 127% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) Curse of Madness A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (Madness) (25-32 power, 10 apr) Umbral Razor (Madness) (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 121% Cun, 65% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Madness It can be used to activate talent Invoke Darkness (costing 11 power out of 20/20) : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 403.81 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced stralite dagger of massacre (Misfortune) (40-53 power, 9 apr) enhanced stralite dagger of massacre (Misfortune) (40-53 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 40.5 - 52.6 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +11 Dex / +11 Mag / +11 Wil / +10 Cun / +11 Con Curse of Misfortune Sharp, short and deadly. |
flaming stralite dagger of massacre (Nightmares) (34-45 power, 9 apr) flaming stralite dagger of massacre (Nightmares) (34-45 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire Curse of Nightmares Sharp, short and deadly. |
steel dagger of massacre (Nightmares) (18-23 power, 6 apr) steel dagger of massacre (Nightmares) (18-23 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
thought-forged iron dagger of phasing (Misfortune) (10-13 power, 10 apr) thought-forged iron dagger of phasing (Misfortune) (10-13 power, 10 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 48 Damage Shield penetration (this weapon only): +10% Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Curse of Misfortune Sharp, short and deadly. |
voratun dagger 'Prismfame' (Corpses) (52-68 power, 9 apr) voratun dagger 'Prismfame' (Corpses) (52-68 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 121% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +21 light When wielded/worn: Changes stats: +3 Mag / +8 Con Changes resistances: +9% darkness Light radius: +2 See invisible: +25 Curse of Corpses Sharp, short and deadly. |
Bethatta the Scorpionburst (Nightmares) (34-47 power, 5 apr) Bethatta the Scorpionburst (Nightmares) (34-47 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stats: 141% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 77% Changes resistances: +9% nature Changes damage: +3% blight Spell save: +9 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Sharp, long, and deadly. |
Corpathus (Corpses) (40-56 power, 12 apr) Corpathus (Corpses) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 141% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +18.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +24.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Corpses Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Nerildakira (Shrouds) (22-32 power, 4 apr) Nerildakira (Shrouds) (22-32 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stats: 141% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 48 * 25% chance for lightning to strike from the target to a second target dealing 211 damage Damage (Melee): +5 cold / +9 mind Damage (radius 1) on hit: +4 arcane When wielded/worn: Changes stats: +1 Str / +8 Wil / +6 Cun / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +6% arcane Reduces incoming crit damage: 5.00% Light radius: +1 Infravision radius: +1 Curse of Shrouds Sharp, long, and deadly. |
enhanced voratun longsword of crippling (Shrouds) (42-59 power, 6 apr) enhanced voratun longsword of crippling (Shrouds) (42-59 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 141% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Changes stats: +8 Str / +7 Dex / +9 Mag / +5 Wil / +7 Cun / +9 Con Curse of Shrouds Sharp, long, and deadly. |
Shinedash the voratun waraxe (Nightmares) (38-53 power, 6 apr) Shinedash the voratun waraxe (Nightmares) (38-53 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 141% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 29% chance to reduce all saves and defense by 48 Damage (Melee): +16 mind / +12 light When wielded/worn: Armour: +4 Changes stats: +6 Str / +5 Dex / +4 Wil / +5 Cun Changes resistances: +6% acid / +18% fire / +12% nature Silence immunity: +20% Curse of Nightmares One-handed war axes. |
hardened leather belt of magery (Misfortune) hardened leather belt of magery (Misfortune) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +9 Mag / +9 Wil / +4 Cun / +4 Con Spell crit. chance: +5% Curse of Misfortune A belt that goes around your waist. |
thick linen cloak of protection (Misfortune) (1 def, 6 armour) thick linen cloak of protection (Misfortune) (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourzeal the pair of drakeskin leather boots (Nightmares) (0 def, 11 armour) Dourzeal the pair of drakeskin leather boots (Nightmares) (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +6 Wil Changes resistances: +6% darkness Psi when hit: +0.16 Maximum hate: +10.00 Mental crit. chance: +3% Infravision radius: +1 Curse of Nightmares A pair of boots made of leather. |
Vilepiety (Misfortune) (0 def, 8 armour) Vilepiety (Misfortune) (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 77% Damage when hit (Melee): 6 nature Changes resistances: +7% acid / +9% temporal / +9% cold / +23% fire / +10% lightning Poison immunity: +10% Curse of Misfortune A pair of boots made of leather. |
polar rough leather gloves (Nightmares) (0 def, 1 armour) polar rough leather gloves (Nightmares) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +5% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
catburglar's hardened leather cap of constitution (+3) (Misfortune) (0 def, 3 armour) catburglar's hardened leather cap of constitution (+3) (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +8 Dex / +3 Mag / +3 Wil / +3 Cun / +6 Con Changes resistances: +16% darkness Infravision radius: +4 Curse of Misfortune A cap made of leather. |
stabilizing rough leather cap of dexterity (+2) (Madness) (0 def, 1 armour) stabilizing rough leather cap of dexterity (+2) (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +11 (+2 eff.) Curse of Madness A cap made of leather. |
enlightening hardened leather armour of command (Nightmares) (14 def, 9 armour) enlightening hardened leather armour of command (Nightmares) (14 def, 9 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +14 (+2 eff.) Fatigue: +8% Changes stats: +3 Str / +3 Dex / +3 Mag / +8 Wil / +9 Cun / +3 Con Mental save: +25 (+5 eff.) Curse of Nightmares A suit of armour made of leather. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Snowwreath the alchemist's lamp (Shrouds) Snowwreath the alchemist's lamp (Shrouds)Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +20% mind / +15% cold Mental save: +9 (+2 eff.) Maximum hate: +4.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +2% Light radius: +4 See stealth: +14 See invisible: +10 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial (Shrouds) Wintertide Phial (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 Curse of Shrouds It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects Activation costs 21 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Rogue activates Quickdraw.
Rogue deactivates Through The Crowd.
Rogue activates Through The Crowd.
Rogue deactivates Adventure Friendly Fire Disabler.
Rogue activates Adventure Friendly Fire Disabler.
Rogue deactivates Shadow Combat.
Rogue activates Shadow Combat.
Rogue deactivates Apply Poison.
Rogue activates Apply Poison.
Rogue deactivates Feather Wind.
Rogue activates Feather Wind.
Rogue deactivates Shock Hands.
Rogue activates Shock Hands.
Rogue deactivates Beyond the Flesh.
Rogue activates Beyond the Flesh.
Rogue deactivates Arcane Feed.
Rogue activates Arcane Feed.
Rogue deactivates Insidious Poison.
Rogue activates Insidious Poison.
Rogue deactivates Shadow Feed.
Rogue activates Shadow Feed.
Rogue deactivates Daunting Presence.
Rogue activates Daunting Presence.
Rogue deactivates Augmentation.
Rogue activates Augmentation.
Rogue deactivates Fiery Hands.
Rogue activates Fiery Hands.
Rogue deactivates Numbing Poison.
Rogue activates Numbing Poison.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Stealth
- Charged Shield
- Thermal Shield
- Bone Shield
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.