












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 31 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by giant lightning ant at level 2 on the 27th Dusk 122nd year of Ascendancy at 18:56 0 / 8Killed by Cyriwen the cutpurse at level 17 on the 8th Haze 122nd year of Ascendancy at 17:19 Killed by Moto the Bringer of Doom at level 19 on the 14th Haze 122nd year of Ascendancy at 08:40 Killed by Emytta the fox at level 24 on the 45th Haze 122nd year of Ascendancy at 16:48 Killed by Shasshhiy'Kaish at level 27 on the 64th Haze 122nd year of Ascendancy at 04:30 Killed by Aralerin the shadow stalker at level 30 on the 70th Regrowth 123rd year of Ascendancy at 03:54 Killed by ritch flamespitter at level 30 on the 70th Regrowth 123rd year of Ascendancy at 05:32 Killed by Adyvena the shadow claw at level 31 on the 71st Regrowth 123rd year of Ascendancy at 17:53 |
Primary Stats
| Strength | 26 (base 24) |
| Dexterity | 49 (base 41) |
| Constitution | 65 (base 60) |
| Magic | 25 (base 10) |
| Willpower | 44 (base 20) |
| Cunning | 20 (base 10) |
Resources
| Life | -294/1084 |
| Hate | 81/100 |
| Equilibrium | 20 |
| Healing Factor | 1.2185530700441 |
| Regeneration | 5.1788505476875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 54 |
| Crit Chance | 16% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Arcane | +10% |
| Mind | +12% |
| All | 0% |
| Light | +47% |
| Temporal | +5% |
| Physical | +6% |
| Fire | +8% |
| Cold | +24% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 10 (53.292302510663%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 38 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 39%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 66%( 70%) |
| Physical | + 44%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 53%( 70%) |
| Mind | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 50% |
| Fear Resistance | 50% |
| Teleport Resistance | 20% |
| Disarm Resistance | 20% |
| Silence Resistance | 20% |
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 681 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Isleldaba the anaconda. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. * You've found the needed mummified bone. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aeremira the pair of rough leather boots (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +2 Wil / +5 Lck Stealth bonus: +6 Pinning immunity: +10% Teleport immunity: +20% Only die when reaching: -80.00 life See invisible: +6 Curse of Misfortune A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hurostir the Iceslicer (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +5% arcane / +6% darkness Changes damage: +3% cold Stamina when hit: +0.90 Equilibrium when hit: +0.90 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar hardened leather gloves of sorrow (Nightmares) (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 12% chance to reduce all saves and defense by 21 Damage (Melee): 7 cold / 18 darkness / 13 mind Changes resistances: +6% cold Changes damage: +5% cold Mental save: -14 (-8 eff.) Mindpower: +5 (+3 eff.) When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +7 ice Curse of Nightmares It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 52% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Yaruderak the steel torque of mindblast [power 190] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +3 Wil Changes resistances: +6% blight / +9% fire Silence immunity: +20% Maximum life: +100.00 Mental crit. chance: +6% See invisible: +9 It can be used to blast the opponent's mind dealing 213 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring of luminosity (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 13 light Changes stats: +3 Wil / +3 Mag Changes damage: +10% light Mental save: +6 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
| On fingers | steel ring 'Blazequeller' (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 20 light Damage (Ranged): 20 light Changes stats: +2 Str / +5 Mag / +4 Cun / +5 Con Changes resistances: +6% light Changes resistances penetration: +20% mind Changes damage: +12% light / +12% mind Maximum psi: +20.00 Curse of Shrouds Rings make your fingers look great! |
| Around neck | steel amulet 'Mardedir' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +21% acid Physical save: +16 (+7 eff.) Spell save: +16 (+6 eff.) Mental save: +16 (+8 eff.) Disease immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Amulets make your neck look great! |
| In main hand | Yvylralaith the ash starstaff (Misfortune) (111% power, 3 apr, light element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +9 (+4 eff.) Defense: +11 (+3 eff.) Changes resistances: +12% light / +6% acid Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +12% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 122.12 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt 'Blastravager' (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 47% Damage when hit (Melee): 6 cold Changes stats: +4 Cun / +4 Wil Changes resistances: +6% light Changes resistances penetration: +15% lightning Damage against: +15% Summoned Reduced damage from: +15% Summoned Spell save: +15 (+5 eff.) Curse of Madness A belt that goes around your waist. |
| In off hand | steel shield 'Zubykira' (Madness) (5 def, 4 armour, 107% power, 41.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 107% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +15 physical When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +12% physical / +6% mind / +17% fire Talent granted: +1 Block Life regen: +4.00 Maximum life: +60.00 Slows Projectiles: +12% Bonus block near projectiles: +14 Curse of Madness Handheld deflection devices. |
| Cloak | Cyroserin the elven-silk cloak (Corpses) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +4 Dex / +4 Mag / +9 Wil / +2 Cun Critical mult.: +28.00% Stealth bonus: +13 Spell crit. chance: +8% Light radius: +3 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. |
| Main armor | timebroken cashmere robe of alchemy (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +12% acid / +12% physical / +10% fire / +12% cold / +11% all Changes damage: +5% acid / +5% temporal / +8% fire / +16% cold / +10% arcane / +6% physical Talent cooldown: Refit Golem (-2 turns) Maximum mana: +45.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 144; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 nature talent. |
heroism infusion of the sneak (die at -184; dur 5; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -184 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 368 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion of the sneak (res 26%; mental; dur 3; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the psychic (damage 176; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.83 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 69; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 71; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Dexterity 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 spell talent. |
Ce'Namida (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +5 Armour: +4 Changes stats: +5 Str / +6 Dex / +6 Wil Changes resistances: +18% acid / +6% cold Maximum stamina: +30.00 Curse of Madness Amulets make your neck look great! |
Cuthusin (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +15 Armour: +6 Blindness immunity: +27% Only die when reaching: -80.00 life Maximum stamina: +30.00 Infravision radius: +6 Sight radius: +2 See invisible: +11 Curse of Madness Amulets make your neck look great! |
GlittercutterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Changes damage: +8% blight / +8% fire / +6% light / +15% acid Critical mult.: +12.00% Mental save: +7 (+4 eff.) Confusion immunity: +10% Life regen: +2.00 Spellpower: +6 (+3 eff.) Mindpower: +7 (+4 eff.) Light radius: +1 Amulets make your neck look great! |
Sunwreath the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid / 4 cold Changes resistances: +18% acid / +16% mind / +6% light Changes resistances penetration: +10% light Confusion immunity: +22% Light radius: +3 Amulets make your neck look great! |
The Far-Hand (Corpses)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Corpses It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (130). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet 'Hettiromirig' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +5 Wil / +4 Cun / +8 Con Life regen: +1.00 Stamina each turn: +0.40 Equilibrium when hit: +0.20 Mental crit. chance: +5% Movement speed: +10% Curse of Misfortune Amulets make your neck look great! |
insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% fire / +12% cold Amulets make your neck look great! |
restful steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil Life regen: +1.00 Amulets make your neck look great! |
steel amulet 'Mardosaldil' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +4 Wil / +9 Cun / +5 Con Changes resistances penetration: +20% mind Mental save: +15 (+8 eff.) Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
warmaker's gold amulet of dexterity (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +10 Dex / +7 Wil Amulets make your neck look great! |
Halontir (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Mag / +4 Wil Blindness immunity: +25% Equilibrium when hit: +0.04 Psi when hit: +0.08 Vim when firing critical spell: +2.00 Infravision radius: +4 See stealth: +8 See invisible: +11 Curse of Madness Rings make your fingers look great! |
Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.17 cold and 14.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +10 (+3 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold emerald ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all Life regen: +8.00 Maximum life: +61.00 Healing mod.: +13% Curse of Corpses Rings make your fingers look great! |
mule's steel ring of darkness (+24%) (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% darkness Changes damage: +12% darkness Maximum encumbrance: +22 Curse of Misfortune Rings make your fingers look great! |
rogue's steel ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Curse of Shrouds Rings make your fingers look great! |
solipsist's steel ring of pilfering (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's steel ring of pilfering (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+3 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel amethyst ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +2.0% Defense: +5 (+1 eff.) Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
steel aquamarine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Mag / +5 Wil Changes resistances: +2% all Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
steel aquamarine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all Life regen: +8.00 Maximum life: +58.00 Healing mod.: +13% Rings make your fingers look great! |
steel quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 6 darkness Changes resistances: +24% fire / +29% nature / +6% darkness Changes resistances penetration: +25% nature Changes damage: +13% nature / +12% fire Maximum encumbrance: +28 Stun/Freeze immunity: +30% Rings make your fingers look great! |
steel ring of misery (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 21 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 21 Damage (Ranged): 5 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
steel ring of power (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Spellpower: +6 (+3 eff.) Mindpower: +9 (+5 eff.) Curse of Madness Rings make your fingers look great! |
steel ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +27% Maximum life: +24.00 Curse of Shrouds Rings make your fingers look great! |
warrior's steel ring of misery (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 12% chance to reduce all saves and defense by 21 Damage (Melee): 9 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 21 Damage (Ranged): 5 physical Changes stats: +1 Cun / +4 Str Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.balanced voratun battleaxe of massacre (Madness) (184% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +14 (+4 eff.) Disarm immunity: +49% Curse of Madness Massive two-handed battleaxes. |
Mercy (Madness) (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Madness This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (Madness) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (Corpses) (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Curse of Corpses This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (Corpses) (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Curse of Corpses Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel dagger of ruin (Shrouds) (116% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +7 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Critical mult.: +22.00% Disarm immunity: +18% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of massacre (Nightmares) (189% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Changes stats: +6 Dex Combat speed: +10% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatsword (Nightmares) (162% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +9 Changes resistances penetration: +16% physical Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Hurek the ash longbow (Corpses) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 2). When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +5.0% Ammo reloads per turn: +3 Changes stats: +7 Dex / +6 Mag / +5 Con Changes resistances: +3% physical Changes damage: +14% arcane Maximum stamina: +30.00 Spellpower: +14 (+7 eff.) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Bregurim (Misfortune) (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% temporal / +7% nature / +5% arcane Changes resistances penetration: +6% nature / +13% mind / +13% darkness Changes damage: +5% lightning / +13% darkness / +6% nature / +13% cold / +13% mind / +16% fire Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Confusion immunity: +20% Maximum life: +60.00 Maximum hate: +6.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Khelohad (Shrouds) (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Changes stats: +6 Cun / +1 Mag Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Critical mult.: +40.00% Life regen: +1.50 Vim when firing critical spell: +2.00 Hate per kill: +4.00 Psi per kill: +3.00 Maximum life: +44.00 Maximum mana: +60.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to inflict 86.24 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.ash magestaff (Corpses) (111% power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Scorpion's Tail (Shrouds) (133% power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 134% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+4 eff.) See stealth: +9 See invisible: +9 Curse of Shrouds A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of unlife (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
Mezor (Madness) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 47% Changes resistances: +6% temporal Physical save: +6 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shocknoon (Misfortune) (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Changes resistances: +15% light / +1% physical Changes damage: +3% lightning Physical save: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
cashmere robe of the mind (+15%) (Madness) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% mind / +11% all Changes damage: +15% mind Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of life (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +15% blight / +15% all Changes damage: +21% nature Poison immunity: +30% Disease immunity: +31% Life regen: +4.10 Maximum life: +82.00 Healing mod.: +24% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyreravena the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% mind Changes damage: +12% mind Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Mindpower: +10 (+5 eff.) 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. |
pair of rough leather boots 'Velilrarin' (Madness) (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +5 (+1 eff.) Changes stats: +4 Str Changes damage: +3% mind Pinning immunity: +20% Infravision radius: +2 Curse of Madness A pair of boots made of leather. |
undeterred pair of iron boots of speed (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +24% Movement speed: +25% 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. |
Healglamour (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes resistances: +8% lightning / +3% temporal / +3% mind / +9% acid Changes resistances penetration: +25% nature Changes damage: +6% lightning Pinning immunity: +20% Stun/Freeze immunity: +20% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +7 lightning Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Infernobringer the hardened leather gloves (Madness) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 blight Changes stats: +10 Str Changes resistances: +7% blight Changes damage: +5% blight / +12% fire Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +8 blight Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nuhell the rough leather gloves (Madness) (10 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes stats: +1 Dex / +3 Mag Changes damage: +4% arcane / +15% physical Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +6 arcane Damage (radius 2) on crit: +6 arcane Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Obsidianpulverizer (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 7 cold Damage when hit (Melee): 4 darkness / 10 fire Changes resistances: +6% acid / +8% cold / +15% temporal Changes damage: +7% cold When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +9 ice Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (Corpses) (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+3 eff.) Maximum life: +60.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +9% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence Can't be worn by those with arcane powers. Curse of Corpses It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Zanosin the dwarven-steel gauntlets (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 21 * 20% chance to reduce armor by 27% Damage (Melee): 11 cold Changes resistances: +9% acid / +7% cold / +12% mind Changes resistances penetration: +5% acid Changes damage: +6% acid / +6% cold / +9% mind When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of dexterity (+2) (Shrouds) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +2 Dex Changes resistances: +5% light Changes damage: +3% light When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (Corpses) (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Corpses It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 3.5 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 53.79 fire and 52.79 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Icewish the rough leather cap (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 47% Damage when hit (Melee): 2 lightning Changes stats: +6 Str / +6 Dex Changes resistances: +18% cold Changes damage: +3% lightning / +6% cold Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 67.5 Physical damage. If the attack hits, the target is confused (39% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Saluda the rough leather cap (Shrouds) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% acid / +6% cold / +21% mind Physical save: +15 (+7 eff.) Mental save: +15 (+8 eff.) Blindness immunity: +20% Confusion immunity: +24% Curse of Shrouds A cap made of leather. |
dwarven-steel helm 'Arthesin' (Shrouds) (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +9 Fatigue: +4% Disarm immunity: +10% Knockback immunity: +20% Maximum life: +80.00 Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Treebringer' (Madness) (6 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +4% Changes resistances: +20% nature / +4% all Changes damage: +3% nature / +6% cold Physical save: +7 (+3 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Brightpiety' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +6% cold Changes resistances penetration: +20% light / +15% lightning Changes damage: +9% light Allows you to breathe in: water Light radius: +1 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of implacability (Madness) (5 def, 17 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +5% Physical save: +13 (+6 eff.) Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Demongore the drakeskin leather armour (Shrouds) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +20 (+10 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 10 darkness Damage (Ranged): 8 darkness Changes stats: +9 Str / +7 Mag / +5 Wil Changes resistances: +19% lightning / +27% cold / +23% darkness / +27% temporal Changes resistances penetration: +25% mind Changes damage: +12% darkness Spellpower: +20 (+10 eff.) Spell crit. chance: +8% Mindpower: +18 (+9 eff.) Mental crit. chance: +9% Defense after a teleport: +22 Resist all after a teleport: +30% New effects duration reduction after a teleport: +24% Curse of Shrouds It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Islunne the Darkblood (Misfortune) (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% blight / +21% darkness Spellpower: +30 (+13 eff.) Spell crit. chance: +7% Light radius: +2 Infravision radius: +3 Curse of Misfortune A suit of armour made of leather. |
Bindings of Eternal Night (Madness) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Madness Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
243 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hatharerig the iron pickaxe (dig speed 20 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances penetration: +5% acid Changes damage: +6% mind / +6% fire Mental save: +6 (+3 eff.) Life regen: +4.00 Maximum life: +60.00 Mindpower: +10 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scorchlace the dwarven-steel pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Str Changes resistances: +12% nature / +9% mind Changes damage: +7% nature Critical mult.: +20.00% Mindpower: +15 (+8 eff.) Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Furnacepower [power 180] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +15% mind / +15% fire Changes resistances penetration: +25% mind Changes damage: +15% mind It can be used to blast the opponent's mind dealing 202 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blazeslicer the ash totem of healing [power 212] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +6% light / +12% mind Changes resistances penetration: +25% mind Changes damage: +15% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 212 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.Blindpain [power 265] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances penetration: +25% arcane Changes damage: +27% light / +27% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 745 Base Damage: 322 Armor: 26 All Resist: 23 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Magpie the Cornac Cursed level 19
14th Haze 122nd year of Ascendancy at 14:16 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Magpie the Cornac Cursed level 22
37th Haze 122nd year of Ascendancy at 13:39 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Magpie the Cornac Cursed level 10
62nd Dusk 122nd year of Ascendancy at 20:28 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Magpie the Cornac Cursed level 20
15th Haze 122nd year of Ascendancy at 12:59 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Magpie the Cornac Cursed level 30
2nd Decay 122nd year of Ascendancy at 18:48 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Magpie the Cornac Cursed level 25
54th Haze 122nd year of Ascendancy at 05:40 see stats
Shasshhiy'Kaish (Madness (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Magpie the Cornac Cursed level 27
64th Haze 122nd year of Ascendancy at 06:15 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Magpie the Cornac Cursed level 15
1st Time of Equilibrium 122nd year of Ascendancy at 18:12 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Magpie the Cornac Cursed level 11
64th Dusk 122nd year of Ascendancy at 21:02 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Magpie the Cornac Cursed level 6
40th Dusk 122nd year of Ascendancy at 11:21 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Magpie the Cornac Cursed level 20
16th Haze 122nd year of Ascendancy at 12:54 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Magpie the Cornac Cursed level 30
70th Regrowth 123rd year of Ascendancy at 05:32 see stats
Log
Adyvena the shadow claw performs a melee critical strike against Terror!
Magpie repels an attack from Adyvena the shadow claw.
Share the Pain performs a melee critical strike against Magpie!
Magpie redirects the effect 'Deep Wound'!
Adyvena the shadow claw shrugs off Adyvena the shadow claw's 'Deep Wound'!
Magpie harrows Adyvena the shadow claw!
Magpie's armour is damaged!
Adyvena the shadow claw hits Corrupted war dog for 1226 physical damage.
Adyvena the shadow claw hits Terror for 28 lightning, 40 cold, 1147 physical (1215 total damage).
Adyvena the shadow claw hits Magpie for (9 resonance), 9 lightning, (11 resonance), 11 cold, (9 resonance), 9 lightning, (11 resonance), 11 cold, (3 resonance), 3 fire (42 total damage).
Share the Pain hits Magpie for (81 resonance), 81 physical, (9 resonance), 9 lightning, (11 resonance), 11 cold (100 total damage).
Melee retaliation hits Adyvena the shadow claw for 7 cold damage.
Curse of Nightmares hits Adyvena the shadow claw for 38 mind, 13 darkness (50 total damage).
Adyvena the shadow claw's weapon glows with critical power!
The air around Magpie grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Adyvena the shadow claw killed Terror!
Burning from Adyvena the shadow claw hits Magpie for (3 resonance), 3 fire (3 total damage).
Deep Wound from Adyvena the shadow claw hits Magpie for (15 resonance), 15 physical (15 total damage).
Adyvena the shadow claw casts Draining Assault.
Adyvena the shadow claw performs a melee critical strike against Magpie!
Your resonance field crumbles under the damage!
The psychic field around Magpie crumbles.
Adyvena the shadow claw performs a melee critical strike against Magpie!
Adyvena the shadow claw steals life from Magpie!
Adyvena the shadow claw hits Magpie for (65 resonance), 306 physical, 17 lightning, 22 cold, 7 fire, 418 physical, 17 lightning, 22 cold (809 total damage).
Melee retaliation hits Adyvena the shadow claw for 8 cold, 8 cold (15 total damage).
Magpie hits Adyvena the shadow claw for 185 healing, 10 healing, 13 healing, 4 healing, 98 healing (0 total damage) [311 healing].
Magpie the level 31 cornac cursed was iced to death by Adyvena the shadow claw on level 5 of Tranquil Meadow.
You carry too much--you are encumbered!
Drop some of your items.


















































































































