











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 | 28 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Velesenn the mean looking elven guard at level 14 on the 1st Allure 123rd year of Ascendancy at 08:20 0 / 7Killed by Ce'Nolaith the shadowblade at level 16 on the 8th Allure 123rd year of Ascendancy at 04:09 Killed by Mayysenn the sandworm at level 17 on the 3rd Regrowth 123rd year of Ascendancy at 04:15 Killed by shadow at level 21 on the 42nd Regrowth 123rd year of Ascendancy at 04:21 Killed by Elassra the maulotaur at level 22 on the 46th Regrowth 123rd year of Ascendancy at 02:33 Killed by Gloroth the forest wight at level 27 on the 57th Regrowth 123rd year of Ascendancy at 23:38 Killed by aether beam at level 28 on the 67th Regrowth 123rd year of Ascendancy at 02:09 |
Primary Stats
| Strength | 36 (base 25) |
| Dexterity | 17 (base 15) |
| Constitution | 67 (base 58) |
| Magic | 32 (base 10) |
| Willpower | 56 (base 30) |
| Cunning | 22 (base 15) |
Resources
| Life | -158/915 |
| Hate | 98/100 |
| Psi | 146/146 |
| Steam | 100/100 |
| Healing Factor | 1.4319549799271 |
| Regeneration | 0.35798874498179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 39 |
| Crit Chance | 20% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +32% |
| Darkness | +10% |
| Nature | +5% |
| Physical | +10% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +13% |
Defense: Base
| Armour (hardiness) | 23 (53.292302510663%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 40 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 67%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 51%( 70%) |
| All | + 33%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 61%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 63%( 70%) |
| Lightning | + 38%( 70%) |
| Mind | + 37%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 32% |
| Fear Resistance | 32% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Silence Resistance | 30% |
| Stun Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.45 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.45 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 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 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Zubuwen the crimson ooze. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the temporal explorer from death by Islyvena the white wolf. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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 minotaur nose. | 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 |
Equipment
| On feet | Elenugovor the pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +6% temporal / +6% cold / +6% mind / +4% physical Changes damage: +9% acid Physical save: +24 (+8 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Healing mod.: +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. |
| 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.(113 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Glossra' (Nightmares) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +4 Wil / +9 Con Changes resistances: +10% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Silence immunity: +30% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Radhedrathel the hardened leather gloves (Shrouds) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +5% arcane / +6% blight Talent granted: +3 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 23.0 - 25.3 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% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Toragrim the dwarven-steel pickaxe (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +2 Str / +1 Dex / +5 Mag / +2 Wil Changes resistances: +8% physical Changes damage: +6% mind Reduces incoming crit damage: 10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold emerald ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Mag / +6 Wil Changes resistances: +3% all Spellpower: +8 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
| On fingers | steel aquamarine ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 16 light Damage (Ranged): 17 light Changes stats: +6 Mag / +5 Wil Changes resistances: +2% all Changes damage: +11% light Spellpower: +5 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
| Around neck | serendipitous copper amulet of perfection (0.15 Cursed / Gloom,0.15 Cursed / Endless hunt) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +7 Lck Talent masteries: +0.15 Cursed / Gloom +0.15 Cursed / Endless hunt Reduce all damage from unseen attackers: 11% Curse of Madness Amulets make your neck look great! |
| In main hand | elemental stralite waraxe of evisceration (Nightmares) (31-44 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 acid damage (1/turn) * splashes acid on your target dealing 29 damage and reducing their armor On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Changes resistances penetration: +13% acid Changes damage: +10% acid Curse of Nightmares One-handed war axes. |
| Around waist | Armyrek the rough leather belt (Madness) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Fatigue: -12% Damage when hit (Melee): 4 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +5% arcane / +3% temporal Damage against: +17% Summoned Reduced damage from: +19% Summoned Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +30 Curse of Madness A belt that goes around your waist. |
| In off hand | steel shield 'Wretchslicer' (Madness) (0 def, 4 armour, 12-15 power, 40 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +12 physical / +11 light / +10 darkness Damage (radius 2) on crit: +20 nature When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +1 Dex / +5 Mag / +2 Wil / +3 Cun Changes resistances: +18% acid / +12% physical / +12% light / +3% nature / +12% darkness Changes damage: +11% darkness / +6% nature / +12% light Talent granted: +1 Block Slows Projectiles: +17% Bonus block near projectiles: +17 Curse of Madness Handheld deflection devices. |
| Cloak | Gloruna the linen cloak (Madness) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% temporal / +9% darkness / +21% cold / +15% nature Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spellwoven silk robe of the mountain (+30%) (Nightmares) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +30% acid / +11% physical / +13% all Changes damage: +11% physical Spell save: +15 (+5 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 125% / cooldown 62%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 62%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the warrior (heal 249; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 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 nature talent. |
This item will automatically be transmogrified when you leave the level.biting gale rune of the warrior (damage 188; dur 4; cd 20) 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: 20 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 188.20 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 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 spell talent. |
teleportation rune (range 41; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. 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. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Emitha the steel amulet (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +6 Mag Changes resistances: +3% mind Changes resistances penetration: +5% blight Changes damage: +3% mind Talent mastery: +0.14 Cursed / Slaughter Curse of Shrouds Amulets make your neck look great! |
Jetwire (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Dex / +5 Cun Changes resistances: +9% darkness Reduces incoming crit damage: 5.00% Curse of Madness Amulets make your neck look great! |
UrthilinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +1 Cun / +3 Wil Talent mastery: +0.16 Cursed / Rampage Critical mult.: +10.00% Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 25% * 6% chance to blind Changes damage: +6% light / +7% darkness Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
warrior's steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Ce'Nona the steel ring (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +6 Wil / +12 Cun Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +26% Maximum life: +20.00 Mindpower: +17 (+6 eff.) Mental crit. chance: +2% Curse of Nightmares Rings make your fingers look great! |
Frozenreaper the steel ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +6% cold Changes resistances penetration: +20% cold Changes damage: +24% cold Critical mult.: +15.00% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
Vargh Redemption (Madness)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 Madness It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 15.40 cold and 17.09 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. |
conjurer's steel ring of sensing (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Blindness immunity: +22% Spellpower: +6 (+3 eff.) Infravision radius: +3 See stealth: +7 See invisible: +6 Curse of Madness Rings make your fingers look great! |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Mag Spellpower: +6 (+3 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 6 lightning Changes stats: +5 Str / +3 Cun / +5 Con Changes resistances: +34% lightning / +6% fire Changes damage: +11% lightning Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ring (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 31 Damage (Melee): 7 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 31 Damage (Ranged): 7 physical Changes stats: +5 Str / +2 Cun / +5 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Light radius: +4 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
gold ring of luminosity (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 13 light Changes stats: +3 Mag Changes damage: +12% light Curse of Madness Rings make your fingers look great! |
marksman's gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Curse of Misfortune Rings make your fingers look great! |
solipsist's gold ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +8 (+3 eff.) Curse of Madness Rings make your fingers look great! |
steel ring 'Frigidtrail' (Madness)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +6 Con Changes resistances: +22% light / +28% cold Changes resistances penetration: +5% cold Changes damage: +11% light / +11% cold Light radius: +3 Curse of Madness Rings make your fingers look great! |
steel ring 'Gloreriyatira' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 6 acid Changes resistances: +26% lightning Changes resistances penetration: +20% acid Changes damage: +13% lightning / +6% blight Maximum mana: +100.00 Maximum vim: +30.00 Curse of Madness Rings make your fingers look great! |
steel ring of luminosity (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 15 light Changes stats: +2 Mag Changes damage: +11% light Curse of Madness Rings make your fingers look great! |
titan's steel ring of tenacity (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +27% Maximum life: +23.00 Curse of Nightmares Rings make your fingers look great! |
warrior's steel ring of clarity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +5 (+2 eff.) Confusion immunity: +20% Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Glorewen the steel battleaxe (Misfortune) (19-29 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 10 mind Changes stats: +2 Wil Changes resistances penetration: +15% mind Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune Massive two-handed battleaxes. |
Blazeguile (Madness) (11-14 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +5 Con Disarm immunity: +20% Curse of Madness Sharp, short and deadly. |
Moon (Corpses) (10-13 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 moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 Curse of Corpses A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Nerivea (Nightmares) (9-12 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +6% Living When wielded/worn: Changes stats: +4 Cun / +2 Con Reduces incoming crit damage: 15.00% Knockback immunity: +10% Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares Sharp, short and deadly. |
Shantiz the Stormblade (Madness) (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical 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. |
Swordbreaker (Madness) (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Madness This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.chilling stralite dagger of massacre (Shrouds) (31-40 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 cold Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite dagger (Shrouds) (27-35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +8% physical Disarm immunity: +17% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced stralite greatsword (Shrouds) (46-73 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +6 Cun / +9 Con Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel longsword (Corpses) (22-30 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Curse of Corpses Sharp, long, and deadly. |
hateful dwarven-steel longsword of amnesia (Nightmares) (23-32 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +9 darkness Damage against: +7% Living Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel longsword of paradox (Madness) (21-30 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 18 Damage (Melee): +7 blight / +7 temporal When wielded/worn: Changes resistances: +9% temporal Disease immunity: +12% Curse of Madness Sharp, long, and deadly. |
Layyra the thorny mindstar (Madness) (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 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: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +16 mind When wielded/worn: Damage (Melee): 6 mind / 3 darkness Changes damage: +5% mind / +5% darkness Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +9% Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +22 Curse of Madness 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.Poleba the thorny mindstar (Shrouds) (7-7 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 acid / 5 mind / 10 darkness Changes stats: +3 Cun / +1 Wil Changes resistances: +5% acid / +3% mind Changes resistances penetration: +12% acid Changes damage: +8% lightning / +4% darkness / +8% acid / +15% cold / +5% mind / +14% fire Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Life regen: +2.00 Maximum hate: +4.00 Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds 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. |
Seeds of the Black Tree (Shrouds) (17-18 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+6 eff.) Spell crit. chance: +12% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Curse of Shrouds This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Tulolach (Misfortune) (5-5 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 5.0 - 5.5 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: +12 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +10% physical Changes damage: +3% physical Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Silence immunity: +10% Maximum life: +40.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
creative vined mindstar of storms (Misfortune) (5-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +6 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +4% lightning Changes damage: +4% lightning Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
thorny mindstar 'Mayowyn' (Nightmares) (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +5 Con Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Mindpower: +11 (+4 eff.) Mental crit. chance: +6% 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. |
wyrm's mossy mindstar of venom (Nightmares) (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 3 lightning / 3 physical / 3 fire / 8 acid / 3 cold Changes resistances: +3% lightning / +2% physical / +3% cold / +2% fire / +7% acid Changes resistances penetration: +5% acid Changes damage: +5% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level.hardened leather sling of piercing (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +5 Changes resistances penetration: +8% all Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Barkhack the yew magestaff (Nightmares) (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% Damage when hit (Melee): 8 arcane Changes stats: +11 Mag / +9 Wil / +11 Cun Changes resistances penetration: +10% lightning / +10% arcane / +5% nature Changes damage: +20% lightning / +3% nature Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+5 eff.) Spell crit. chance: +11% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
short yew starstaff of illumination (Misfortune) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% 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: 3.5 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 8 that illuminates the area and deals 135.66 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. |
This item will automatically be transmogrified when you leave the level.Chakan (Corpses) (23-35 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 23.5 - 35.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +25 Damage (radius 1) on hit: +8 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +1 Wil Changes resistances penetration: +20% mind Changes damage: +15% arcane Talent granted: +1 Block Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum psi: +20.00 Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel steamsaw of massacre (Madness) (29-43 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 29.0 - 43.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +43 On weapon crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.steel steamsaw 'Deepsrigor' (Misfortune) (13-20 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +21 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 20% chance to reduce damage dealt by 25% * 11% chance to reduce strength, dexterity, and constitution by 18 Damage (Melee): +8 blight Attacks use: 1.0 Steam When used to attack (with talents): Damage (radius 2) on crit: +4 darkness When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Talent granted: +1 Block Disease immunity: +19% Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+5 eff.) Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Elutta the steel waraxe (Misfortune) (22-30 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 18 When wielded/worn: Armour: +10 Defense: +25 (+11 eff.) Changes stats: +11 Con / +8 Wil Maximum life: +34.00 Curse of Misfortune One-handed war axes. |
Radianceward the iron waraxe (Misfortune) (17-23 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +4 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes resistances penetration: +5% light Curse of Misfortune One-handed war axes. |
dwarven-steel waraxe 'Thundersmasher' (Misfortune) (30-42 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% lightning Changes damage: +6% light Mindpower: +20 (+7 eff.) Curse of Misfortune One-handed war axes. |
manaburning iron waraxe of massacre (Shrouds) (18-25 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn Curse of Shrouds One-handed war axes. |
Voramira the hardened leather belt (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+8 eff.) Changes resistances: +9% mind / +9% fire Changes damage: +3% mind Maximum life: +60.00 Curse of Madness A belt that goes around your waist. |
noble's rough leather belt of unlife (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
Gleamhunter the cashmere cloak (Shrouds) (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 8 light Changes resistances: +3% light / +9% fire Changes resistances penetration: +10% light / +10% fire Physical save: +8 (+3 eff.) 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. |
cashmere cloak 'Blazewing' (Shrouds) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Str / +5 Mag Changes resistances: +20% light Physical save: +5 (+2 eff.) See invisible: +6 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. |
linen cloak 'Zerontir' (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 28% Changes stats: +9 Cun / +2 Dex Mindpower: +5 (+2 eff.) Mental crit. chance: +2% 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 alchemy (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +14% acid / +12% physical / +12% fire / +12% cold / +11% all Changes damage: +10% acid / +8% physical / +7% fire / +10% cold Talent cooldown: Refit Golem (-3 turns) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% blight / +11% all Changes damage: +10% nature Poison immunity: +25% Disease immunity: +22% Life regen: +1.80 Maximum life: +45.00 Healing mod.: +19% 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.blood-soaked pair of rough leather boots of rushing (Madness) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Changes stats: +3 Str / +2 Con Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots of speed (Shrouds) (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% Movement speed: +25% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhykalthodar the Skyquarry (Shrouds) (0 def, 6 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage (Melee): 6 physical Damage when hit (Melee): 8 light Changes resistances: +3% lightning / +6% light Changes damage: +3% lightning / +3% physical / +9% mind When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Emeloseta' (Nightmares) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +3 Dex / +2 Cun / +2 Con Changes resistances: +12% cold / +3% darkness / +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +22 (+7 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Life regen: +4.00 Stamina each turn: +1.00 Maximum stamina: +14.00 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +5 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +11 physical Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.5 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 33% and provides a 18% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of the juggernaut (Shrouds) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Con Physical save: +13 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +31% When used to modify unarmed attacks: Base power: 19.0 - 26.6 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: Juggernaut (10% chance level 1). Damage (Melee): +7 physical Activating this item is instant. Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.5 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 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (Nightmares) (0 def, 2 armour)1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 17.0 - 18.7 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% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's voratun gauntlets of the nighthunter (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 10 nature Changes stats: +1 Cun Changes resistances: +7% darkness / +6% nature Changes damage: +5% nature Infravision radius: +1 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +19 darkness Damage (radius 2) on crit: +5 nature Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.psychic's dwarven-steel gauntlets of strength (+3) (Corpses) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 mind Changes stats: +3 Str Changes resistances: +7% mind Changes damage: +5% mind When used to modify unarmed attacks: Base power: 27.0 - 37.8 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: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +8 mind Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of strength (+2) (Madness) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 mind Changes stats: +2 Str Changes resistances: +6% mind Changes damage: +3% mind When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Str, 40% Cun, 40% Dex 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: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +8 mind Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of strength (+3) (Misfortune) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 light Changes stats: +3 Str Changes resistances: +5% light Changes damage: +3% light When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.spellstreaming dwarven-steel gauntlets (Madness) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Mana each turn: +0.10 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 18.5 - 25.9 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: Elemental Bolt (10% chance level 3). Damage (Melee): +6 arcane Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves (Misfortune) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes resistances: +5% darkness Changes damage: +3% darkness When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 5% chance to reduce damage dealt by 25% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Floehunt (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 28% Changes stats: +6 Str / +5 Dex / +7 Cun / +3 Con Changes resistances penetration: +10% acid Changes damage: +12% mind / +6% cold Mental save: +12 (+6 eff.) Psi when hit: +0.08 Curse of Madness A cap made of leather. |
Getylelach (Madness) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Str / +1 Cun / +1 Con Changes resistances: +16% fire Changes damage: +11% fire Curse of Madness A pointy cloth hat, very wizardly... |
psion's linen wizard hat of madness (Corpses) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances: +6% mind Changes damage: +6% mind Physical save: +6 (+2 eff.) Mental save: +17 (+8 eff.) Maximum psi: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Curse of Corpses It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 184 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of the deep (Misfortune) (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour (Nightmares) (3 def, 13 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of stability (Madness) (3 def, 15 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +7% physical Physical save: +13 (+4 eff.) Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of cold resistance (Misfortune) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +21% cold Life regen: +3.50 Stamina each turn: +0.90 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Behemoth Hide (Misfortune) (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Misfortune A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.Betunne the Bleakvalor (Shrouds) (12 def, 9 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +12 (+6 eff.) Fatigue: +7% Damage when hit (Melee): 4 darkness Changes stats: +3 Cun Changes resistances: +5% arcane / +18% acid Changes damage: +6% light / +3% darkness Mental save: +16 (+8 eff.) Silence immunity: +10% Pinning immunity: +20% Life regen: +4.00 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's hardened leather armour of the void (Nightmares) (13 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+7 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 6 darkness Changes stats: +5 Str / +5 Dex Changes resistances: +10% darkness / +10% temporal Physical save: +5 (+2 eff.) Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +14% Curse of Nightmares It can be used to blink to a nearby random location (rad 10) 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.Hettehek the steel plate armour (Nightmares) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Dex / +1 Wil Changes resistances: +19% cold Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower: +20 (+9 eff.) Spell crit. chance: +2% See invisible: +6 Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel shield (Shrouds) (0 def, 6 armour, 32-39 power, 77 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +77 On weapon hit: * 12% chance to reduce armor by 28% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 3 acid Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.stralite shield of cold resistance (+19%) (Nightmares) (0 def, 8 armour, 47-56 power, 140.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +19% cold Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.swashbuckler's dwarven-steel shield (Corpses) (0 def, 6 armour, 28-34 power, 85 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +85 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +4 Str / +4 Dex Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.windwalling steel shield of acid resistance (+16%) (Shrouds) (0 def, 4 armour, 15-18 power, 39.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 Damage (Melee): +12 physical When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +16% acid / +11% physical Talent granted: +1 Block Slows Projectiles: +13% Bonus block near projectiles: +23 Curse of Shrouds Handheld deflection devices. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
391 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning 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 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chudohor the Dayrot (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +7 Dex / +3 Mag / +3 Wil / +2 Con Changes resistances penetration: +5% light Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hellgrind (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 acid / 4 mind Changes stats: +2 Str Changes resistances penetration: +5% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xeryta (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +6 Wil / +3 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Mental crit. chance: +7% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Belalrath' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% mind Changes resistances penetration: +10% mind Critical mult.: +5.00% Maximum life: +23.00 Maximum stamina: +16.00 Mindpower: +25 (+9 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Glacierlady the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% light / +5% arcane Changes damage: +12% cold Light radius: +6 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. |
piercing alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +6 Changes resistances: +3% all Changes resistances penetration: +6% all Spell save: +7 (+3 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+2 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 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 81% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
This item will automatically be transmogrified when you leave the level.deadly pouch of steel shots (16/16, 30-36 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 30.5 - 36.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of amnesia (15/16, 32-39 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Galeborn the iron torque of psionic shield [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 lightning Changes resistances penetration: +20% darkness / +10% lightning Changes damage: +9% lightning It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tundratide the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +3% cold Changes damage: +3% cold Reduces incoming crit damage: 15.00% See invisible: +9 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 33. Torques are made by powerful psionics to store psionic powers. |
Adolaith [power 386] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +2 Changes resistances: +6% nature Reduces incoming crit damage: 5.00% Only die when reaching: -80.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. * Reduce fatigue by 44% for 2 turns. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Cobradredge' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +18% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 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. |
7 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Gospel of Woe the Cornac Cursed level 22
43rd Regrowth 123rd year of Ascendancy at 13:31 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Gospel of Woe the Cornac Cursed level 10
65th Haze 122nd year of Ascendancy at 19:14 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Gospel of Woe the Cornac Cursed level 20
5th Regrowth 123rd year of Ascendancy at 09:41 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Gospel of Woe the Cornac Cursed level 10
2nd Decay 122nd year of Ascendancy at 22:12 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Gospel of Woe the Cornac Cursed level 5
31st Haze 122nd year of Ascendancy at 03:21 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Gospel of Woe the Cornac Cursed level 16
7th Allure 123rd year of Ascendancy at 05:50 see stats
Log
Emeluwe the skeleton master archer's aether beam hits Armoured skeleton warrior for 131 arcane damage.
Armoured skeleton warrior uses Overpower.
Gospel of Woe repels an attack from Armoured skeleton warrior.
Armoured skeleton warrior misses Gospel of Woe.
Gospel of Woe is recovering from the damage!
Emeluwe the skeleton master archer resists!
Emeluwe the skeleton master archer teleports some damage to Emeluwe the skeleton master archer's aether beam!
Emeluwe the skeleton master archer's aether beam hits Emeluwe the skeleton master archer for (144 teleported), 0 arcane (0 total damage).
Emeluwe the skeleton master archer's aether beam hits Gospel of Woe for 144 teleported damage.
Melee retaliation hits Armoured skeleton warrior for 4 physical damage.
Emeluwe the skeleton master archer's aether beam hits Gospel of Woe for 14 arcane damage.
Armoured skeleton warrior hits Terror for 16 fire damage.
Armoured skeleton warrior hits Gospel of Woe for 22 physical, 2 fire, 7 fire (32 total damage).
The air around Gospel of Woe grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Emeluwe the skeleton master archer casts Manathrust.
Gospel of Woe's mania hastens cooldowns.
Emeluwe the skeleton master archer resists!
Emeluwe the skeleton master archer teleports some damage to Emeluwe the skeleton master archer's aether beam!
Emeluwe the skeleton master archer hits Gospel of Woe for 231 arcane damage.
Emeluwe the skeleton master archer's aether beam hits Gospel of Woe for 14 arcane damage.
Emeluwe the skeleton master archer's aether beam hits Emeluwe the skeleton master archer for (144 teleported), 0 arcane (0 total damage).
Emeluwe the skeleton master archer's aether beam hits Gospel of Woe for 144 teleported damage.
The fabric of space around Emeluwe the skeleton master archer stabilizes to normal.
Emeluwe the skeleton master archer resists!
Emeluwe the skeleton master archer teleports some damage to Emeluwe the skeleton master archer's aether beam!
Emeluwe the skeleton master archer's aether beam hits Gospel of Woe for 14 arcane damage.
Emeluwe the skeleton master archer's aether beam hits Emeluwe the skeleton master archer for (142 teleported), 1 arcane (2 total damage).
Emeluwe the skeleton master archer's aether beam hits Gospel of Woe for 142 teleported damage.
Gospel of Woe the level 28 cornac cursed was battered to death by a Emeluwe the skeleton master archer's aether beam on level 1 of Ruined halfling complex.
Emeluwe the skeleton master archer is no longer being stalked by Gospel of Woe.



















































































































































