
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Infinite500 v2.1: Revised high level play for ToME 1.1.1Version 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. Adventurer Plus Addon 1.0.5Incompatibilities: There shouldn't be, unless you name your class "Hero" also. The lost city of Vulcus (1.1) 1.1.1The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Hero |
| Level / Exp | 87 / 5% |
| Size | small |
| Lifes / Deaths | Killed by Aeribeth the orc master wyrmic at level 23 on the 5th Flare 122nd year of Ascendancy at 22:09 2 / 5Killed by Liseda the orc summoner at level 23 on the 6th Flare 122nd year of Ascendancy at 04:32 Killed by Isotira the orc warrior at level 39 on the 20th Dusk 122nd year of Ascendancy at 18:17 Killed by Voromira the faeros at level 43 on the 27th Dusk 122nd year of Ascendancy at 03:22 Killed by Aurak the champion of Urh'Rok at level 77 on the 22nd Haze 122nd year of Ascendancy at 03:04 |
Primary Stats
| Strength | 83.389196726787 (base 55) |
| Dexterity | 32.778393453574 (base 15) |
| Constitution | 126.77839345357 (base 97) |
| Magic | 136.38919672679 (base 97) |
| Willpower | 74.778393453574 (base 47) |
| Cunning | 66.778393453574 (base 25) |
Resources
| Mana | 502/502 |
| Psi | 105/105 |
| Life | 2340/2340 |
| Positive | 60/198 |
| Stamina | 489/489 |
| Paradox | 200 |
| Healing Factor | 2.43 |
| Regeneration | 64.0305 |
Speed
| Mental | +18.92307912227% |
| Attack | 0% |
| Movement | 0% |
| Spell | +18.92307912227% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 19 |
| See Invisible | 10.778393453574 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 76 |
| Crit Chance | 78% |
| APR | 18 |
| Speed | 0.84 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 94.115978058628 |
| Crit Chance | 100% |
| Speed | 0.84087967397132 |
Offense: Mind
| Mindpower | 57.352077599644 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +32% |
| Lightning | +30% |
| Light | +210% |
| Acid | +26% |
| Fire | +113% |
| Physical | +23% |
| Cold | +30% |
| All | +20% |
Offense: Damage Penetration
| Light | +24% |
| Fire | +29% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 45.250277054108 |
| Ranged Defense | 52.380009296371 |
| Fatigue | 18 |
| Physical Save | 58.311218854375 |
| Spell Save | 52.094552187709 |
| Mental Save | 38.242473986318 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 52%( 70%) |
| Physical | + 44%( 74%) |
| Cold | + 38%( 70%) |
| All | + 41%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 63%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 43%( 70%) |
| Darkness | + 58%( 81%) |
| Fire | + 70%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 54% |
| Instadeath Resistance | 100% |
| Blind Resistance | 65% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 28% for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 919 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.20 |
| 1/5 |
| 1/5 |
| 8/5 |
| 1/5 |
| Spell / Fire alchemy | 1.20 |
| 8/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Chronomancy / Spacetime Folding | 1.20 |
| 1/5 |
| 1/5 |
| 8/5 |
| 6/5 |
| Psionic / Absorption | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| Spell / Phantasm | 1.20 |
| 8/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Guardian | 1.20 |
| 1/5 |
| 8/5 |
| 8/5 |
| 6/5 |
| Celestial / Sun | 1.30 |
| 8/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.20 |
| 1/5 |
| 1/5 |
| 8/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 8/5 |
| 2/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.60 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Retribution |
| talent | Shadow Combat |
| talent | Arcane Shield |
| talent | Weapon Folding |
| talent | Chant of Light |
| talent | Beyond the Flesh |
| talent | Shield of Light |
| talent | Shadow Feed |
| talent | Displace Damage |
| talent | Kinetic Shield |
| talent | Thermal Shield |
| talent | Vampiric Gift |
| talent | Hymn of Perseverance |
| talent | Second Life |
| talent | Body of Fire |
| talent | Shielding |
| talent | Phantasmal Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.4)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +8 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 15.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% 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. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+17% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.4)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 40% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.4): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 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 15 air and an additional 7 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 6 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 9.4)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +19 Defense, +9 Ranged Defense Power 2+: -1 Luck, +18 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+59% chance to avoid traps). Power 4+: Unfortunate End: There is a 43% chance that the damage you deal will increase by 41% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Infinite Dungeon. Escort: injured seer (level 3 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Infinite Dungeon. Escort: injured seer (level 5 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 14 of Infinite Dungeon. Escort: lone alchemist (level 14 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 17 of Infinite Dungeon. Escort: lone alchemist (level 17 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Legend. Escort: lone alchemist (level 20 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 11 of Infinite Dungeon. Escort: lost warrior (level 11 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 10 of Infinite Dungeon. Escort: repented thief (level 10 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Infinite Dungeon. Escort: temporal explorer (level 8 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 16 of Infinite Dungeon. Escort: worried loremaster (level 16 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
You entered a temporal rift on level 12 of Infinite Dungeon and found yourself outside an underground city of dwarves. The Lost City of VulcusWhile exploring the town, it came under seige. You failed to save the Dwarven artisans from the Orcish onslaught. | failed |
Equipment
| Psionic focus | Splendourpierce (42-50.4 power, 6 apr, light damage) (Misfortune) Splendourpierce (42-50.4 power, 6 apr, light damage) (Misfortune)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 arcane When wielded/worn: Accuracy: +15 Physical crit. chance: +9.0% Physical power: +15 Armour: +8 Defense: +7 Damage when the wearer hits(melee): 6 light / 20 silence Changes resistances: +12% mind Maximum wards: +2 light Changes damage: +12% mind / +42% light / -12% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +19.00% Spellpower: +34 Spell crit. chance: +22% Curse of Misfortune It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Velovea the Prismrupture (0 def, 3 armour) (Misfortune) Velovea the Prismrupture (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Physical crit. chance: +20.0% Armour: +3 Changes stats: +5 Str / +5 Dex / +3 Wil / +4 Cun Damage when the wearer hits(melee): 40 mind / 40 darkness Changes resistances: +9% acid Changes damage: +6% acid Talent cooldown: Double Strike (-1 turn) Critical mult.: +36.00% Physical save: +27 Mental save: -5 Spell crit. chance: +20% Mindpower: +9 Mental crit. chance: +22% Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5.0 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 42% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | piercing dwarven lantern of the sun (Misfortune) piercing dwarven lantern of the sun (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances: +11% darkness Changes resistances penetration: +14% all Changes damage: +15% light Damage affinity(heal): +5% light Light radius: +8 Curse of Misfortune It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 248.03 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | aegis elven-silk wizard hat of knowledge (3 def, 0 armour) (Corpses) aegis elven-silk wizard hat of knowledge (3 def, 0 armour) (Corpses)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +7 Wil Talent mastery: +0.40 Spell / Aegis Life regen: +6.00 Maximum life: +60.00 Mindpower: +6 Curse of Corpses A pointy cloth hat, very wizardly... |
| On feet | restorative pair of voratun boots (0 def, 5 armour) (Misfortune) restorative pair of voratun boots (0 def, 5 armour) (Misfortune)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +5.50 Healing mod.: +30% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Honeywood Chalice (Shrouds) Honeywood Chalice (Shrouds)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% Curse of Shrouds This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | Vulcan Lasers (Nightmares) Vulcan Lasers (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Physical crit. chance: +1.0% Physical power: +20 Changes stats: +7 Dex / +5 Mag / +10 Con Changes resistances: +3% fire Changes damage: +6% physical / +10% fire / +10% cold / +10% lightning / +8% all Talent mastery: +0.20 Golem / Arcane Spell save: +18 Maximum stamina: +29.00 Spellpower: +18 Mindpower: +18 Healing mod.: +10% Talent on hit(spell): Eye Beam (10% chance level 2). Curse of Nightmares Rings can have magical properties. |
| On fingers | gladiator's voratun ring of perseverance (Misfortune) gladiator's voratun ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Changes stats: +10 Str / +10 Con Stun/Freeze immunity: +50% Life regen: +4.80 Curse of Misfortune Rings can have magical properties. |
| Around neck | Mirror Shards (Misfortune) Mirror Shards (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Misfortune It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | Staridol the dragonbone starstaff (38-45.6 power, 6 apr, light damage) (Corpses) Staridol the dragonbone starstaff (38-45.6 power, 6 apr, light damage) (Corpses)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 38.0 - 45.6 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +24 blight Damage conversion: 40% blight When wielded/worn: Accuracy: +15 Physical crit. chance: +10.0% Physical power: +15 Damage when the wearer hits(melee): 20 silence Damage when the wearer is hit: 4 blight / 8 light Changes resistances: +12% acid / +3% blight Changes damage: -8% physical / +41% light Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.40 Spellpower: +53 Spell crit. chance: +24% Curse of Corpses It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | grounding drakeskin leather belt of life (Nightmares) grounding drakeskin leather belt of life (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +11% temporal Life regen: +3.10 Healing mod.: +21% Curse of Nightmares A belt that goes around your waist. |
| In off hand | blood-etched voratun shield of harmony (12 def, 3 armour, 211.5 block) (Corpses) blood-etched voratun shield of harmony (12 def, 3 armour, 211.5 block) (Corpses)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +7 Con Talent mastery: +0.40 Wild-gift / Harmony Talent granted: +5 Block Life regen: +4.00 Healing mod.: +50% Curse of Corpses It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 6.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 11 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 38 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
| Cloak | restorative cashmere cloak of sorcery (2 def, 0 armour) (Shrouds) restorative cashmere cloak of sorcery (2 def, 0 armour) (Shrouds)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag / +4 Wil Changes resistances: +16% nature / +16% blight Life regen: +1.80 Spell crit. chance: +7% Healing mod.: +22% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour) (Misfortune) Molten Skin (15 def, 12 armour) (Misfortune)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +5% light / +20% fire / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% Curse of Misfortune It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 5.2 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 458.27 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
healing infusion of the warrior (heal 595) healing infusion of the warrior (heal 595)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 595 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 327 over 5 turns) regeneration infusion (heal 327 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 461 over 5 turns) regeneration infusion (heal 461 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 461 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 497 over 5 turns) regeneration infusion of the titan (heal 497 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental, magical) wild infusion (resist 17%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 17% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 18%; cure mental) wild infusion of the duelist (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 18% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 33%; cure mental) wild infusion of the warrior (resist 33%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 33% for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (252 fire damage) heat beam rune (252 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 251.65 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (471 fire damage) heat beam rune (471 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 471.32 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (689 fire damage) heat beam rune of the warrior (689 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 689.06 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 12 for 11 turns)invisibility rune (power 12 for 11 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 12; power 47; dur 4) phase door rune of the psychic (range 12; power 47; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 10; power 32; dur 4) phase door rune of the psychic (range 10; power 32; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 18; power 47; dur 4) phase door rune of the titan (range 18; power 47; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 462 for 8 turns) shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 355 for 6 turns) shielding rune (absorb 355 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 628 for 6 turns) shielding rune of the warrior (absorb 628 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 628 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 136) teleportation rune of the psychic (range 136)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 136 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 190) teleportation rune of the wizard (range 190)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 190 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 17; dur 27; see animal)vision rune (radius 17; dur 27; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Plot Item] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Plot Item] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Arida the Sunwreath (Misfortune) Arida the Sunwreath (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +3 Con Damage when the wearer hits(melee): 6 fire Changes resistances: +5% arcane / +12% fire / +10% cold / +14% darkness / +16% light Blindness immunity: +23% Life regen: +0.40 Stamina each turn: +0.60 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
Belama (Corpses) Belama (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -10% Changes stats: +4 Dex / +2 Wil Life regen: +2.90 Curse of Corpses Amulets can have magical properties. |
Fiery Choker (Nightmares) Fiery Choker (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Nightmares A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Pendant of the Sun and Moons (Misfortune) Pendant of the Sun and Moons (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% darkness / +10% light Changes resistances cap: +5% darkness / +5% light Changes resistances penetration: +15% darkness / +15% light Changes damage: +8% darkness / +8% light Spellpower: +8 Spell crit. chance: +5% All your damage is converted and split into light and darkness. Curse of Misfortune It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Poledhera (Nightmares) Poledhera (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 20 blight Changes resistances: +5% arcane Changes resistances penetration: +10% blight Talent mastery: +0.16 Celestial / Sun Curse of Nightmares Amulets can have magical properties. |
Spellblaze Echoes (Nightmares) Spellblaze Echoes (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% Curse of Nightmares It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
grounding gold amulet of dexterity (+4) (Corpses) grounding gold amulet of dexterity (+4) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% lightning Stun/Freeze immunity: +32% Curse of Corpses Amulets can have magical properties. |
mindweaver's voratun amulet of mastery (0.35 Spell / Enhancement) (Madness) mindweaver's voratun amulet of mastery (0.35 Spell / Enhancement) (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Talent mastery: +0.35 Spell / Enhancement Mental save: +14 Confusion immunity: +24% Mindpower: +15 Curse of Madness Amulets can have magical properties. |
protective stralite amulet of cunning (+8) (Madness) protective stralite amulet of cunning (+8) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 Changes stats: +8 Cun Changes resistances cap: +6% all Physical save: +19 Curse of Madness Amulets can have magical properties. |
protective voratun amulet of soulsearing (Madness) protective voratun amulet of soulsearing (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Changes resistances cap: +7% all Changes damage: +15% fire / +14% blight Critical mult.: +20.00% Physical save: +26 Spellpower: +13 Curse of Madness Amulets can have magical properties. |
wanderer's gold amulet of healing (Nightmares) wanderer's gold amulet of healing (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +5 Cun / +8 Con Cut immunity: +70% Life regen: +1.10 Stamina each turn: +1.00 Movement speed: +10% Healing mod.: +22% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 304 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Void Orb (Shrouds) Void Orb (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +7% physical / +15% arcane / +7% fire / +7% cold / +7% lightning Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Shrouds It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.8 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 319.44 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xanubreth (Misfortune) Xanubreth (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 Armour penetration: +8 Physical power: +6 Defense: +8 Changes stats: +4 Str / +4 Dex / +5 Con Changes resistances: +5% arcane Poison immunity: +5% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's gold ring of darkness (+32%) (Shrouds) conjurer's gold ring of darkness (+32%) (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes resistances: +32% darkness Changes damage: +16% darkness Spellpower: +11 Curse of Shrouds Rings can have magical properties. |
conjurer's stralite ring of life (Madness) conjurer's stralite ring of life (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Life regen: +1.50 Maximum life: +88.00 Spellpower: +13 Healing mod.: +26% Curse of Madness Rings can have magical properties. |
gladiator's gold ring (Misfortune) gladiator's gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +5 Con Curse of Misfortune Rings can have magical properties. |
gladiator's stralite ring of life (Corpses) gladiator's stralite ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes stats: +8 Str / +9 Con Life regen: +1.30 Maximum life: +69.00 Healing mod.: +26% Curse of Corpses Rings can have magical properties. |
rogue's stralite ring of perseverance (Misfortune) rogue's stralite ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 Changes stats: +4 Cun Stun/Freeze immunity: +32% Life regen: +2.50 Curse of Misfortune Rings can have magical properties. |
sneakthief's stralite ring of life (Corpses) sneakthief's stralite ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Changes stats: +8 Cun / +6 Dex Life regen: +1.30 Maximum life: +88.00 Healing mod.: +21% Curse of Corpses Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. solipsist's stralite ring of warding (Nightmares)solipsist's stralite ring of warding (Nightmares) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +8 Wil Changes resistances: +26% fire / +26% cold / +26% lightning / +23% acid Mindpower: +13 Curse of Nightmares Rings can have magical properties. |
steel ring 'Starwilder' (Misfortune) steel ring 'Starwilder' (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun / +2 Con Damage when the wearer is hit: 4 mind Changes resistances: +9% mind Changes resistances penetration: +5% light Spell save: +11 Stun/Freeze immunity: +20% Life regen: +1.00 Maximum stamina: +10.00 Curse of Misfortune Rings can have magical properties. |
titan's voratun ring of life (Misfortune) titan's voratun ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Curse of Misfortune Rings can have magical properties. |
voratun ring 'Yareran' (Nightmares) voratun ring 'Yareran' (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes damage: +6% arcane Mental save: +15 Disease immunity: +10% Confusion immunity: +50% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Curse of Nightmares Rings can have magical properties. |
warrior's gold ring of clarity (Madness) warrior's gold ring of clarity (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Mental save: +10 Confusion immunity: +31% Curse of Madness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Yaresta the Shinenail (55.5-83.25 power, 4 apr) (Shrouds)Yaresta the Shinenail (55.5-83.25 power, 4 apr) (Shrouds) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 90% Special effect when this weapon hits: 20% chance to torment the target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +12 blight / +12 acid blind Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +18 Physical crit. chance: +17.0% Changes stats: +8 Dex / +5 Mag Changes resistances penetration: +17% mind / +18% darkness Changes damage: +9% arcane Mana when firing critical spell: +4.00 Maximum mana: +140.00 Maximum vim: +10.00 Light radius: +2 Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (31.5-47.25 power, 2 apr) (Nightmares)dwarven-steel battleaxe (31.5-47.25 power, 2 apr) (Nightmares) Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. psychic's stralite battleaxe of disruption (41.5-62.25 power, 3 apr) (Corpses)psychic's stralite battleaxe of disruption (41.5-62.25 power, 3 apr) (Corpses) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +26% Undead / +30% Construct When wielded/worn: Changes stats: +8 Cun / +8 Wil Mindpower: +16 Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of torment (16.5-21.45 power, 7 apr) (Misfortune)dwarven-steel dagger of torment (16.5-21.45 power, 7 apr) (Misfortune) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +9% mind / +9% darkness Curse of Misfortune Sharp, short and deadly. |
Colaryem (48-76.8 power, 12 apr) (Corpses) Colaryem (48-76.8 power, 12 apr) (Corpses)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 200% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with strength and size category. Curse of Corpses This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite greatsword of gravity (48-76.8 power, 3 apr) (Corpses)plaguebringer's stralite greatsword of gravity (48-76.8 power, 3 apr) (Corpses) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +21 blight / +21 gravity When wielded/worn: Changes damage: +16% physical Disease immunity: +36% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatsword of erosion (47.5-76 power, 3 apr) (Shrouds)warbringer's stralite greatsword of erosion (47.5-76 power, 3 apr) (Shrouds) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +21 nature / +21 temporal When wielded/worn: Physical power: +16 Changes stats: +8 Con Changes resistances penetration: +15% physical Disarm immunity: +36% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. icy voratun longsword of corruption (41.5-58.1 power, 6 apr) (Shrouds)icy voratun longsword of corruption (41.5-58.1 power, 6 apr) (Shrouds) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +12 blight / +20 darkness / +20 ice Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun longsword (43-60.2 power, 6 apr) (Misfortune)warbringer's voratun longsword (43-60.2 power, 6 apr) (Misfortune) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +15 Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +20% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. epiphanous living mindstar (17-18.7 power, 40 apr, nature damage) (Nightmares)epiphanous living mindstar (17-18.7 power, 40 apr, nature damage) (Nightmares) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +21% mind Mindpower: +11 Mental crit. chance: +11% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Velina (27-32.4 power, 8 apr, light damage) (Corpses) Velina (27-32.4 power, 8 apr, light damage) (Corpses)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 27.0 - 32.4 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +5% Spiderkin When wielded/worn: Accuracy: +15 Armour penetration: +5 Physical crit. chance: +10.0% Physical power: +13 Armour: +12 Defense: +12 Changes stats: +2 Str Damage when the wearer hits(melee): 20 silence Damage when the wearer is hit: 8 mind Changes resistances: +6% lightning Maximum wards: +3 physical / +3 light / +3 darkness / +3 temporal Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talents granted: +5 Ward +1 Command Staff Critical mult.: +16.00% Spellpower: +31 Spell crit. chance: +15% Mental crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Lelyregokan' (43-51.6 power, 6 apr, light damage) (Madness) dragonbone magestaff 'Lelyregokan' (43-51.6 power, 6 apr, light damage) (Madness)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 43.0 - 51.6 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 nature slow When wielded/worn: Physical crit. chance: +11.0% Damage when the wearer hits(melee): 37 arcane Damage when the wearer is hit: 12 mind Changes resistances: +6% light / +6% temporal Changes damage: +43% light Talent granted: +1 Command Staff Maximum mana: +77.00 Maximum hate: +2.00 Spellpower: +24 Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Darkwilter' (42-50.4 power, 6 apr, fire damage) (Misfortune)dragonbone vilestaff 'Darkwilter' (42-50.4 power, 6 apr, fire damage) (Misfortune) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 nature slow When wielded/worn: Accuracy: +15 Physical crit. chance: +24.0% Physical power: +15 Armour: +11 Defense: +12 Changes stats: +2 Str / +2 Cun Damage when the wearer hits(melee): 20 silence Damage when the wearer is hit: 16 darkness Maximum wards: +3 fire Changes resistances penetration: +20% mind Changes damage: +9% mind / +30% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +50.00% Spellpower: +25 Spell crit. chance: +14% Light radius: +3 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff (30-36 power, 6 apr, fire damage) (Shrouds) infernal dragonbone magestaff (30-36 power, 6 apr, fire damage) (Shrouds)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 35 shadowflame Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +25 Spell crit. chance: +5% See invisible: +20 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff of might (25-30 power, 5 apr, fire damage) (Nightmares) lifebinding elven-wood magestaff of might (25-30 power, 5 apr, fire damage) (Nightmares)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +1.50 Spellpower: +21 Spell crit. chance: +17% Healing mod.: +26% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. caustic deep-steel trident of crippling (28-44.8 power, 10 apr) (Corpses)caustic deep-steel trident of crippling (28-44.8 power, 10 apr) (Corpses) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 46% acid blind When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +14% acid Life regen: +3.00 Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's orichalcum trident of gravity (54.5-87.2 power, 16 apr) (Corpses)warbringer's orichalcum trident of gravity (54.5-87.2 power, 16 apr) (Corpses) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +22 gravity When wielded/worn: Physical power: +17 Changes stats: +9 Con Changes resistances penetration: +12% physical Changes damage: +18% physical Disarm immunity: +42% Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. thunderous stralite waraxe of erosion (28.5-39.9 power, 5 apr) (Shrouds)thunderous stralite waraxe of erosion (28.5-39.9 power, 5 apr) (Shrouds) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +17 nature / +17 temporal Damage conversion: 45% lightning When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +13% lightning Curse of Shrouds One-handed war axes. |
Vulcan Sunbone (Madness) Vulcan Sunbone (Madness)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +11 Changes stats: +12 Cun / +12 Dex Damage when the wearer hits(melee): 2 mind / 4 light Damage when the wearer is hit: 12 arcane / 8 light Changes resistances: +6% light / +13% lightning / +12% temporal Changes resistances penetration: +25% mind Changes damage: +3% arcane / +6% light Physical save: +15 Spell save: +14 Mindpower: +12 Mental crit. chance: +30% Curse of Madness A belt that goes around your waist. |
battlemaster's cashmere cloak of sorcery (2 def, 0 armour) (Misfortune) battlemaster's cashmere cloak of sorcery (2 def, 0 armour) (Misfortune)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Str / +4 Dex / +4 Mag / +5 Wil / +4 Con Talent mastery: +0.40 Technique / Combat training Spell save: -18 Stamina each turn: +1.10 Mana each turn: -0.32 Spell crit. chance: +7% 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. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of sorcery (2 def, 0 armour) (Misfortune)cashmere cloak of sorcery (2 def, 0 armour) (Misfortune) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag / +5 Wil Spell crit. chance: +7% 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. |
shadow cashmere cloak of protection (2 def, 0 armour) (Corpses) shadow cashmere cloak of protection (2 def, 0 armour) (Corpses)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% darkness Changes resistances penetration: +10% darkness Changes damage: +17% darkness Stealth bonus: +10 Spell save: +7 Mental save: +8 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. |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe of power (3 def, 0 armour) (Corpses)spellwoven silk robe of power (3 def, 0 armour) (Corpses) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +16% physical / +17% arcane / +17% fire / +17% cold / +16% lightning / +17% acid / +11% nature / +17% blight Spell save: +24 Spellpower: +24 Spell crit. chance: +6% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) (Shrouds) Aetherwalk (6 def, 0 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Curse of Shrouds It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Radianceriver (0 def, 3 armour) (Nightmares) Radianceriver (0 def, 3 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer hits(melee): 2 lightning Changes resistances: +14% fire / +11% cold Changes resistances penetration: +20% light Changes damage: +6% lightning / +3% fire Light radius: +3 Curse of Nightmares A pair of boots made of leather. |
Sootfoe the pair of drakeskin leather boots (10 def, 5 armour) (Corpses) Sootfoe the pair of drakeskin leather boots (10 def, 5 armour) (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +8 Fatigue: +5% Changes stats: +4 Str / +5 Cun / +10 Con Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 24 darkness Changes resistances: +9% blight / +9% acid Changes resistances penetration: +10% darkness Changes damage: +9% blight Physical save: +25 Mental save: +25 Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: 8.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
blightbringer's pair of voratun boots of spellbinding (0 def, 5 armour) (Madness) blightbringer's pair of voratun boots of spellbinding (0 def, 5 armour) (Madness)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +16 Mag Changes damage: +10% acid / +10% blight Spell save: +7 Disease immunity: +40% Spellpower: +8 Lowers spell cool-downs by: 10% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of voratun boots of spellbinding (0 def, 5 armour) (Corpses) dreamer's pair of voratun boots of spellbinding (0 def, 5 armour) (Corpses)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag Physical save: +14 Spell save: +23 Mental save: +13 Lowers spell cool-downs by: 10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of dwarven-steel boots of spellbinding (0 def, 10 armour) (Nightmares) reinforced pair of dwarven-steel boots of spellbinding (0 def, 10 armour) (Nightmares)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +8% fire / +10% cold / +11% lightning / +10% acid Spell save: +4 Lowers spell cool-downs by: 10% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) (Corpses) restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) (Corpses)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con Life regen: +1.70 Healing mod.: +14% Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.4 Power cost: 25 out of 25/25. Range: 7.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restorative pair of hardened leather boots of invasion (0 def, 3 armour) (Misfortune)restorative pair of hardened leather boots of invasion (0 def, 3 armour) (Misfortune) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +3 Fatigue: +3% Changes resistances penetration: +11% physical Life regen: +3.50 Healing mod.: +21% Curse of Misfortune A pair of boots made of leather. |
Haroran the Blazevice (0 def, 3 armour) (Shrouds) Haroran the Blazevice (0 def, 3 armour) (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Changes stats: +6 Con Damage when the wearer hits(melee): 40 mind / 40 darkness Damage when the wearer is hit: 8 light Changes resistances: +12% nature Changes resistances penetration: +10% light Physical save: +29 Spell save: +10 Mental save: +5 Life regen: +3.50 Stamina each turn: +1.30 Maximum stamina: +45.00 Mindpower: +10 Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vulcan Infernohacker (0 def, 9 armour) (Shrouds) Vulcan Infernohacker (0 def, 9 armour) (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 Armour penetration: +20 Armour: +9 Changes stats: +9 Dex / +10 Cun / +5 Con Changes resistances: +6% arcane / +3% fire / +3% lightning / +3% blight / +3% darkness / +3% temporal Physical save: +30 Spell save: +7 Mental save: +25 Maximum life: +80.00 Light radius: +2 Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
archer's dwarven-steel gauntlets of war-making (0 def, 2 armour) (Misfortune) archer's dwarven-steel gauntlets of war-making (0 def, 2 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +11.0% Armour: +2 Changes stats: +4 Cun / +4 Dex Critical mult.: +17.00% Spell crit. chance: +11% Mental crit. chance: +14% Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 203% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
archer's voratun gauntlets of dispersion (0 def, 3 armour) (Corpses) archer's voratun gauntlets of dispersion (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Armour: +3 Changes stats: +5 Dex / +10 Mag / +8 Wil / +5 Cun Damage when the wearer hits(melee): 19 arcane Changes resistances: +8% arcane Curse of Corpses It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of the iron hand (0 def, 2 armour) (Misfortune) spellstreaming dwarven-steel gauntlets of the iron hand (0 def, 2 armour) (Misfortune)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +16 Mana each turn: +0.16 Spellpower: +9 Spell crit. chance: +5% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Cleansetrial' (0 def, 3 armour) (Shrouds) voratun gauntlets 'Cleansetrial' (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 Armour: +3 Changes stats: +6 Cun / +2 Con Damage when the wearer hits(melee): 6 arcane Changes resistances: +9% darkness Changes damage: +9% blight Life regen: +8.00 Stamina each turn: +3.30 Maximum stamina: +66.00 Infravision radius: +4 See invisible: +18 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) (Misfortune) Crown of Command (3 def, 6 armour) (Misfortune)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 Curse of Misfortune It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) (Madness) Crown of Eternal Night (0 def, 3 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Madness This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use. |
aegis cashmere wizard hat of decomposition (2 def, 0 armour) (Misfortune) aegis cashmere wizard hat of decomposition (2 def, 0 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +6% fire / +6% cold / +6% lightning / +6% acid / +6% nature / +6% blight / +6% light / +6% darkness / +6% temporal Talent mastery: +0.28 Spell / Aegis Life regen: +4.20 Maximum life: +48.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
defender's dwarven-steel helm of the bounder (6 def, 9 armour) (Nightmares) defender's dwarven-steel helm of the bounder (6 def, 9 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 Fatigue: +4% Changes stats: +8 Str / +7 Dex Changes resistances: +5% all Physical save: +8 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying steel mail armour of thunder (2 def, 6 armour) (Madness) fortifying steel mail armour of thunder (2 def, 6 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +9 Str / +5 Mag / +5 Wil / +4 Con Changes resistances: +14% lightning Maximum life: +44.00 Spellpower: +14 Spell crit. chance: +6% Mindpower: +16 Mental crit. chance: +5% Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. multi-hued hardened leather armour of stability (3 def, 6 armour) (Shrouds)multi-hued hardened leather armour of stability (3 def, 6 armour) (Shrouds) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 10 fire / 8 cold / 10 lightning / 10 acid Changes resistances: +8% physical / +8% fire / +10% cold / +10% lightning / +10% acid Physical save: +19 Curse of Shrouds A suit of armour made of leather. |
Vulcan voratun shield 'Burnwedge' (12 def, 26 armour, 382 block) (Shrouds) Vulcan voratun shield 'Burnwedge' (12 def, 26 armour, 382 block) (Shrouds)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +26 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +6 Dex / +7 Wil / +14 Con Damage when the wearer hits(melee): 10 fire Damage when the wearer is hit: 20 lightning / 20 dreamforge Changes resistances: +20% fire / +20% lightning / +20% nature / +20% blight / +20% mind Talent granted: +5 Block Physical save: +30 Psi when hit: +2.90 Maximum stamina: +5.00 Curse of Shrouds Handheld deflection devices |
steel shield of displacement (13 def, 2 armour, 42 block) (Madness) steel shield of displacement (13 def, 2 armour, 42 block) (Madness)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +13 Ranged Defense: +6 Fatigue: +8% Changes stats: +3 Mag Talent granted: +2 Block Curse of Madness It can be used to activate talent Displacement Shield, placing all other charms into a 40 cooldown : Effective talent level: 2.4 Power cost: 40 out of 40/40. Range: 8.0 Travel Speed: instantaneous Is: a spell Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target. Any time the caster should take damage, there is a 52% chance that it will instead be warped by the shield and hit the designated target. Once the maximum damage (395) is absorbed, the time runs out (17 turns), or the target dies, the shield will crumble. The max damage the shield can absorb will increase with your Spellpower. Handheld deflection devices |
237 alchemist agate 237 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
26 onyx 26 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 Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
25 lapis lazuli 25 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 Gems can be sold for money or used in arcane rituals. |
18 sapphire 18 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Vulcan Baliradil the Flashsun (dig speed 9 turns) (Shrouds) Vulcan Baliradil the Flashsun (dig speed 9 turns) (Shrouds)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical power: +10 Armour: +2 Defense: +4 Changes stats: +8 Str / +1 Mag / +3 Wil Changes resistances: +13% darkness / +9% fire Changes damage: +6% fire Critical mult.: +30.00% Disarm immunity: +10% When carried: Talent granted: +1 Dig Curse of Shrouds It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.8 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +97 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. |
This item will automatically be transmogrified when you leave the level. dwarven voratun pickaxe (dig speed 19 turns) (Corpses)dwarven voratun pickaxe (dig speed 19 turns) (Corpses) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +15 Spell save: +7 Mental save: +14 Maximum life: +99.00 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 23 turns) (Corpses) dwarven-steel pickaxe of quickening (dig speed 23 turns) (Corpses)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 16 turns) (Corpses) voratun pickaxe of quickening (dig speed 16 turns) (Corpses)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
27 emerald 27 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 Gems can be sold for money or used in arcane rituals. |
27 jade 27 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
21 turquoise 21 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl (Nightmares) Eldritch Pearl (Nightmares)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 Curse of Nightmares It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.8 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 64.71 cold damage and 61.23 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial (Shrouds) Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Shrouds It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal dwarven lantern of the sun (Nightmares) ethereal dwarven lantern of the sun (Nightmares)Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% darkness Changes damage: +11% light Damage affinity(heal): +5% light Spellpower: +17 Light radius: +8 Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 248.03 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Bladed Rift (Shrouds) The Bladed Rift (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 Curse of Shrouds It can be used to activate talent Animate Blade (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
20 bloodstone 20 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
18 fire opal 18 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
17 garnet 17 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% Gems can be sold for money or used in arcane rituals. |
21 ruby 21 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 Gems can be sold for money or used in arcane rituals. |
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 is 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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of annihilation (18/18, 36.5-43.8 power, 11 apr)pouch of dwarven-steel shots of annihilation (18/18, 36.5-43.8 power, 11 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +12.0% Capacity: 18 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
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% Gems can be sold for money or used in arcane rituals. |
Dawnsnake the dragonbone wand of firewall [power 317] (6 cooldown) (Misfortune) Dawnsnake the dragonbone wand of firewall [power 317] (6 cooldown) (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Cun Maximum wards: +8 fire / +10 cold / +10 lightning / +10 blight / +10 temporal Changes resistances penetration: +10% light Changes damage: +12% arcane Talents granted: +5 Volcano +2 Ward Mental save: +6 Psi each turn: +0.20 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower: +6 New effects duration reduction after a teleport: +10% Curse of Misfortune It can be used to creates a wall of flames lasting for 4 turns (dam 317 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
14 diamond 14 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 Gems can be sold for money or used in arcane rituals. |
17 moonstone 17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
17 pearl 17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
15 quartz 15 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% Gems can be sold for money or used in arcane rituals. |
24 amber 24 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% Gems can be sold for money or used in arcane rituals. |
citrine 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Legend the Yeek Hero level 24
7th Flare 122nd year of Ascendancy at 03:31 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Legend the Yeek Hero level 39
20th Dusk 122nd year of Ascendancy at 02:29 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Legend the Yeek Hero level 47
40th Dusk 122nd year of Ascendancy at 02:05 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Legend the Yeek Hero level 56
56th Dusk 122nd year of Ascendancy at 14:50 see stats
Exterminator
Killed 1000 creatures.By Legend the Yeek Hero level 24
6th Flare 122nd year of Ascendancy at 14:41 see stats
Fear me not!
Survived the Fearscape!By Legend the Yeek Hero level 41
23rd Dusk 122nd year of Ascendancy at 20:40 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Legend the Yeek Hero level 19
2nd Summertide 122nd year of Ascendancy at 10:01 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Legend the Yeek Hero level 31
7th Dusk 122nd year of Ascendancy at 14:04 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Legend the Yeek Hero level 44
30th Dusk 122nd year of Ascendancy at 05:16 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Legend the Yeek Hero level 54
53rd Dusk 122nd year of Ascendancy at 12:07 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Legend the Yeek Hero level 65
76th Dusk 122nd year of Ascendancy at 13:32 see stats
Infinite x60
Got to level 60 of the infinite dungeon.By Legend the Yeek Hero level 72
13rd Haze 122nd year of Ascendancy at 03:40 see stats
Infinite x70
Got to level 70 of the infinite dungeon.By Legend the Yeek Hero level 81
30th Haze 122nd year of Ascendancy at 04:39 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Legend the Yeek Hero level 33
9th Dusk 122nd year of Ascendancy at 08:10 see stats
Level 10
Got a character to level 10.By Legend the Yeek Hero level 10
3rd Mirth 122nd year of Ascendancy at 19:40 see stats
Level 20
Got a character to level 20.By Legend the Yeek Hero level 20
2nd Summertide 122nd year of Ascendancy at 18:17 see stats
Level 30
Got a character to level 30.By Legend the Yeek Hero level 30
4th Dusk 122nd year of Ascendancy at 13:48 see stats
Level 40
Got a character to level 40.By Legend the Yeek Hero level 40
21st Dusk 122nd year of Ascendancy at 07:46 see stats
Level 50
Got a character to level 50.By Legend the Yeek Hero level 50
43rd Dusk 122nd year of Ascendancy at 11:26 see stats
Size is everything
Did over 1500 damage in one attack.By Legend the Yeek Hero level 32
8th Dusk 122nd year of Ascendancy at 10:10 see stats
Size matters
Did over 600 damage in one attack.By Legend the Yeek Hero level 23
6th Flare 122nd year of Ascendancy at 12:19 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Legend the Yeek Hero level 16
9th Mirth 122nd year of Ascendancy at 12:12 see stats
The bigger the better!
Did over 3000 damage in one attack.By Legend the Yeek Hero level 69
3rd Haze 122nd year of Ascendancy at 14:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Legend the Yeek Hero level 37
16th Dusk 122nd year of Ascendancy at 12:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Legend the Yeek Hero level 28
2nd Dusk 122nd year of Ascendancy at 16:02 see stats
Log
Legend's spell attains critical power!
You collect a new ingredient: orc heart.
Legend hits Orc summoner for 1948 light damage.
Legend killed Orc summoner!
Legend picks up (5.): warbringer's stralite greatsword of erosion (47.5-76 power, 3 apr) (Shrouds).
Lava floor burns Legend!
Lava floor hits Legend for (15 to psi shield), (2 absorbed), 2 fire (2 total damage).
Legend receives 34 healing from Shield of Light.
Ran for 2 turns (stop reason: taken damage).
Lava floor burns Legend!
Legend receives 34 healing from Shield of Light.
Lava floor hits Legend for (15 to psi shield), (1 absorbed), 1 fire (1 total damage).
Talent Searing Light is ready to use.
Talent Illuminate is ready to use.
Talent Meteoric Crash is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 45 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
The raging fire around Legend calms down and disappears.
