












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 | 24 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by ancient elven mummy at level 2 on the 3rd Mirth 122nd year of Ascendancy at 14:53 0 / 7Killed by Nerowyn the elven guard at level 14 on the 39th Dusk 122nd year of Ascendancy at 05:31 Killed by Isata the gigantic gravity worm at level 18 on the 58th Dusk 122nd year of Ascendancy at 06:19 Killed by Aerosevena the blue ooze at level 20 on the 60th Dusk 122nd year of Ascendancy at 03:35 Killed by Eilineremina the copperhead snake at level 22 on the 6th Haze 122nd year of Ascendancy at 19:01 Killed by Xanolle the bandit at level 24 on the 8th Haze 122nd year of Ascendancy at 08:57 Killed by Cyridhevena the temporal stalker at level 24 on the 9th Haze 122nd year of Ascendancy at 07:36 |
Primary Stats
| Strength | 26 (base 24) |
| Dexterity | 27 (base 20) |
| Constitution | 59 (base 54) |
| Magic | 29 (base 10) |
| Willpower | 40 (base 26) |
| Cunning | 22 (base 10) |
Resources
| Life | -100/886 |
| Hate | 80/102 |
| Equilibrium | 78 |
| Healing Factor | 1.2698799532886 |
| Regeneration | 10.476509614631 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 46 |
| Crit Chance | 9% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Arcane | +12% |
| Mind | +35% |
| All | 0% |
| Darkness | +6% |
| Light | +21% |
| Physical | +6% |
| Cold | +26% |
| Fire | +7% |
| Nature | +3% |
Offense: Damage Penetration
| Cold | +8% |
| Darkness | +12% |
| Mind | +7% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 33 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 60%( 70%) |
| All | + 22%( 70%) |
| Physical | + 31%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Silence Resistance | 0% |
| Confusion Resistance | 100% |
| Fear Resistance | 41% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
You failed to protect the injured seer from death by king cobra. Escort: injured seer (level 3 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by Xeritta the brown bear. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You 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 Shade. | 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 |
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 |
Equipment
| On feet | Glitterfist (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes damage: +3% acid / +30% mind Stamina each turn: +0.50 Maximum stamina: +12.00 Light radius: +2 Curse of Corpses A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Blizzardworth (Misfortune) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 10 * 20% chance to reduce all saves and defense by 27 Changes resistances: +15% blight / +3% cold / +13% mind Mental save: +12 (+4 eff.) Confusion immunity: +24% Curse of Misfortune A cap made of leather. |
| On hands | Toxingrind the hardened leather gloves (Shrouds) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 18 arcane Damage when hit (Melee): 6 lightning Changes stats: +4 Dex / +12 Mag / +8 Wil / +4 Cun Changes resistances: +8% arcane Changes resistances penetration: +20% nature Changes damage: +12% arcane / +3% nature Spellpower: +11 (+3 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Manathrust (20% chance level 6). Damage (Melee): +16 arcane Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Aluzilarain' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +2 Wil Changes resistances: +3% blight / +6% cold / +9% temporal Critical mult.: +10.00% Maximum life: +29.00 Maximum stamina: +24.00 Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of luminosity (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 13 light Changes stats: +2 Mag Changes damage: +11% light Curse of Nightmares Rings make your fingers look great! |
| On fingers | Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +5 Mag / +4 Cun / +1 Con Critical mult.: +20.00% Mental save: +9 (+3 eff.) Confusion immunity: +42% Stun/Freeze immunity: +42% Life regen: +4.00 Spellpower: +7 (+2 eff.) Can be unequipped or rerolled. Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | gold amulet 'Mechak'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Wil Changes resistances: +12% lightning / +1% physical / +9% temporal Critical mult.: +5.00% Mental save: +5 (+2 eff.) Confusion immunity: +13% Stun/Freeze immunity: +26% Life regen: +4.00 Only die when reaching: -40.00 life Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
| In main hand | hateful living mindstar of frost (Shrouds) (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage (Melee): 4 cold Changes resistances: +11% cold Changes resistances penetration: +8% cold / +7% mind / +12% darkness Changes damage: +11% cold / +5% mind / +6% darkness Talent granted: +1 Attune Mindstar Maximum hate: +2.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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. |
| Around waist | noble's rough leather belt of dampening (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +5% acid / +5% fire / +5% lightning / +5% cold Damage against: +15% Summoned Reduced damage from: +15% Summoned Curse of Madness A belt that goes around your waist. |
| In off hand | Frigidstun (Madness) (0 def, 4 armour, 115% power, 43 block)Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 115% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 Damage (Melee): +8 cold Damage (radius 2) on crit: +20 acid / +16 cold When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 11 arcane resource burn Damage (Melee): 6 acid / 7 nature Effects when hit in melee: * 5 arcane resource burn Changes stats: +4 Con Changes resistances: +6% acid / +11% nature Changes damage: +6% acid / +9% cold Talent granted: +1 Block Reduces incoming crit damage: 10.00% Infravision radius: +3 Curse of Madness Handheld deflection devices. |
| Cloak | Duraroddalatharig the cashmere cloak (Shrouds) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +2 (+2 eff.) Fatigue: -6% Changes stats: +1 Cun / +3 Dex Changes resistances: +7% acid / +7% fire / +7% lightning / +6% cold Critical mult.: +5.00% Maximum life: +58.00 Maximum stamina: +15.00 Maximum psi: +30.00 Mindpower: +15 (+5 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. |
| Main armor | dispeller's linen robe of alchemy (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +6% darkness / +18% fire / +7% all / +11% acid / +11% physical / +7% blight / +18% cold / +7% light Changes damage: +7% acid / +6% physical / +7% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+5 eff.) Spell save: +22 (+9 eff.) Mental save: +11 (+4 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (speed 491%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 60; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 17%; mental; dur 3; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (res 25%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion of the wizard (res 25%; mental; dur 4; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
acid wave rune of the wizard (damage 120; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 120.41 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the wizard (absorb 56; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 65; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
clarifying steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% mind Confusion immunity: +22% Amulets make your neck look great! |
copper amulet of mastery (0.13 Cursed / Endless hunt)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Cursed / Endless hunt Amulets make your neck look great! |
gold amulet 'Dairagas'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% acid / +9% temporal / +14% blight / +12% lightning / +9% mind / +15% nature Reduces incoming crit damage: 10.00% Poison immunity: +29% Disease immunity: +28% Amulets make your neck look great! |
warrior's steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +7% physical Stamina each turn: +0.40 Amulets make your neck look great! |
Layossra (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +5 Con Changes resistances: +22% light Changes damage: +3% temporal / +11% light / +6% arcane Silence immunity: +20% Mana each turn: +0.14 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares Rings make your fingers look great! |
Pitchhue (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +31% darkness / +6% cold Changes resistances penetration: +10% darkness Changes damage: +3% acid / +6% cold / +11% darkness Curse of Shrouds Rings make your fingers look great! |
Thunderzephyr (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +26% acid Changes damage: +13% acid / +12% lightning Curse of Corpses Rings make your fingers look great! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes damage: +5% all Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +4 Con Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring 'Lightwarden' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% cold / +3% fire / +18% darkness / +6% light Physical save: +6 (+3 eff.) Light radius: +2 Curse of Nightmares Rings make your fingers look great! |
copper ring of the mountain (+10%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Curse of Nightmares Rings make your fingers look great! |
gold emerald ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +4 Mag Changes resistances: +3% all Spellpower: +8 (+2 eff.) Curse of Madness Rings make your fingers look great! |
gold quartz ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Mag Stun/Freeze immunity: +30% Spellpower: +8 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
pixie's steel ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Spellpower: +7 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
psionicist's steel ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
rogue's steel ring of frost (+22%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+7 eff.) Changes stats: +4 Cun Changes resistances: +22% cold Changes damage: +11% cold Curse of Corpses Rings make your fingers look great! |
titan's copper ring of clarity (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Curse of Corpses Rings make your fingers look great! |
warrior's copper ring of blight (+11%) (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% blight Changes damage: +11% blight Curse of Shrouds Rings make your fingers look great! |
warrior's steel ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Curse of Shrouds Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Swordbreaker (Misfortune) (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x 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 (+11 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Misfortune 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.steel dagger of crippling (Madness) (105% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel dagger (Madness) (113% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +10% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron greatsword of evisceration (Nightmares) (114% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elm longbow 'Gloomwitch' (Misfortune) Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce all saves and defense by 27 * 20% chance to reduce damage dealt by 22% When wielded/worn: Changes stats: +3 Con Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +10% cold Changes damage: +18% mind Talent mastery: +0.30 Wild-gift / Fungus Curse of Misfortune It can be used to regenerate 98 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Iveta (Nightmares) (115% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 arcane / +16 blight Damage (radius 1) on hit: +9 fire When wielded/worn: Changes stats: +2 Dex / +2 Wil / +5 Con Light radius: +3 Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Starwolf (Corpses) (124% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 light When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 20% Changes stats: +6 Dex / +2 Con Changes resistances penetration: +20% light Curse of Corpses Sharp, long, and deadly. |
Artholach (Corpses) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Poison immunity: +10% Disease immunity: +20% Only die when reaching: -40.00 life Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Corpses 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. |
Kinetic Focus (Shrouds) (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Shrouds Kinetic energies are focussed in the core of this mindstar. |
Veliwyn the mossy mindstar (Misfortune) (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +15 (+11 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances: +6% mind / +3% physical Changes resistances penetration: +3% physical Changes damage: +3% physical Talent granted: +1 Attune Mindstar Mental save: +9 (+3 eff.) Stun/Freeze immunity: +10% Life regen: +4.00 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. |
manaburning vined mindstar of disruption (Corpses) (88% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +12% Unnatural When wielded/worn: Changes resistances: +4% arcane Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Corpses 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.slime-covered dwarven-steel steamsaw of crippling (Madness) (121% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% Range: 1.5x 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: +44 On weapon hit: * 8% chance to slow global speed by 54% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +4 Defense: +6 (+6 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.swashbuckler's dwarven-steel steamsaw (Shrouds) (118% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 118% Range: 1.5x 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: +48 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Defense: +6 (+6 eff.) Fatigue: +8% Changes stats: +6 Str / +3 Dex Talent granted: +2 Block Curse of Shrouds 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! |
dwarven-steel waraxe 'Xygann' (Misfortune) (123% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 27 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +8 mind When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+7 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +3 Cun / +4 Wil Changes resistances: +6% fire Changes resistances penetration: +5% acid Spell save: +9 (+4 eff.) Disarm immunity: +27% Curse of Misfortune One-handed war axes. |
Urigas the Ebonybrawn (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes stats: +8 Cun / +3 Dex Changes resistances: +9% darkness Changes damage: +6% darkness Critical mult.: +6.00% Light radius: +1 Curse of Misfortune A belt that goes around your waist. |
rough leather belt 'Xeroyamira' (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% acid / +1% physical Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +20% Size category: +1 Curse of Corpses A belt that goes around your waist. |
Zubassra (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +5 Mag / +2 Con Changes resistances: +6% light Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Silence immunity: +10% Pinning immunity: +20% 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. |
linen cloak 'Frigidviper' (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Str / +2 Dex / +2 Cun Changes resistances: +9% cold Changes damage: +9% physical Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.wyrmwaxed linen cloak (Corpses) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of life (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +8% blight / +11% all Changes damage: +6% nature Poison immunity: +24% Disease immunity: +34% Life regen: +2.30 Maximum life: +45.00 Healing mod.: +16% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elomina the Flashcrack (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 light Changes resistances: +6% lightning / +5% temporal Changes damage: +9% light Light radius: +1 Curse of Corpses A pair of boots made of leather. |
Frost Treads (Nightmares) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Lorugund (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +5 Str / +2 Cun / +2 Con Changes resistances penetration: +15% acid Changes damage: +9% physical Physical save: +17 (+8 eff.) Mental save: +10 (+3 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Neraribeth the pair of hardened leather boots (Nightmares) (0 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Armour: +9 Fatigue: -6% Changes stats: +8 Con Stamina each turn: +0.40 Maximum life: +39.00 Movement speed: +10% Curse of Nightmares A pair of boots made of leather. |
Rheharaleg the pair of dwarven-steel boots (Nightmares) (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +2 Cun / +2 Dex Changes damage: +18% physical Infravision radius: +2 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. |
Silerialdassra the pair of rough leather boots (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 10 Changes stats: +4 Cun / +3 Dex Changes damage: +3% mind / +6% blight Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
The Black Boots (Madness) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Madness "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level.insulating pair of dwarven-steel boots of tirelessness (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% fire / +10% cold Stamina each turn: +0.50 Maximum stamina: +10.00 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. |
pair of hardened leather boots 'Adygabeth' (Nightmares) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Con / +4 Wil Changes resistances: +6% blight / +6% cold / +15% nature Changes resistances penetration: +6% physical Mindpower: +5 (+2 eff.) Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Blindreaper' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% acid / +6% cold / +5% arcane / +6% fire Changes resistances penetration: +5% darkness Spell save: +3 (+1 eff.) 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. |
pair of rough leather boots 'Duvodubers' (Misfortune) (0 def, 15 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +15 Changes stats: +3 Dex / +3 Mag / +2 Wil Changes resistances: +1% physical Curse of Misfortune It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Dawnqueller (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes resistances: +12% temporal / +5% arcane / +3% cold Changes damage: +9% light / +3% mind Critical mult.: +6.00% Spell crit. chance: +7% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 111% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 1). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Corpses These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of butchering (Nightmares) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +7% blight Spell save: +11 (+5 eff.) When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +8.0% Attack speed: 83% On weapon hit: * 16% chance to slow global speed by 54% * 13% chance to reduce armor by 20% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Siludhevea' (Madness) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes stats: +4 Mag Changes resistances: +6% acid / +3% nature / +3% blight Changes damage: +3% acid When used to modify unarmed attacks: Power: 90% Range: 1.1x 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: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +5 acid Curse of Madness 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.sand dwarven-steel gauntlets of strength (+3) (Nightmares) (0 def, 7 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +5% physical When used to modify unarmed attacks: Power: 127% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +6 physical Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of strength (+3) (Nightmares) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +7 Damage (Melee): 9 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +5 physical Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets of archery (Madness) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +3 Cun / +3 Dex Changes resistances: +5% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Power: 97% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). Damage (radius 2) on crit: +6 lightning Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Belorin (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +2 Wil / +3 Con Equilibrium when hit: +0.04 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gorustir (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +2 Mag Reduces incoming crit damage: 10.00% Stamina when hit: +0.80 Equilibrium when hit: +0.70 Mindpower: +15 (+5 eff.) See invisible: +3 Curse of Misfortune A cap made of leather. |
Quasit's Skull (Madness) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Curse of Madness Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Ulfodur (Shrouds) (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: * 20% chance to reduce armor by 20% Damage when hit (Melee): 6 physical Changes stats: +3 Con Changes resistances: +3% physical / +12% cold Allows you to breathe in: water Physical save: +6 (+3 eff.) Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Ulutir' (Corpses) (2 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +10% mind / +18% fire Changes damage: +17% mind / +12% fire Physical save: +12 (+6 eff.) Mental save: +11 (+4 eff.) Maximum psi: +17.00 Mindpower: +17 (+6 eff.) Mental crit. chance: +3% Curse of Corpses A pointy cloth hat, very wizardly... |
hardened leather cap 'Hellhack' (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances: +9% blight / +6% cold / +15% light Changes resistances penetration: +5% fire Blindness immunity: +10% Healing mod.: +5% Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 55.4 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Xeruwe' (Madness) (5 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +5 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 2 blight Changes resistances: +3% all Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's rough leather cap of the depths (Madness) (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Wil Changes resistances: +7% cold / +6% physical Allows you to breathe in: water Physical save: +6 (+3 eff.) Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of cold resistance (Misfortune) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +19% cold Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour of stability (Misfortune) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +10 (+5 eff.) Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.volcanic hardened leather armour of resilience (Misfortune) (9 def, 13 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+8 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 6 fire Changes resistances: +12% fire / +11% physical Maximum life: +25.00 Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Leludor the steel plate armour (Corpses) (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 resistances: +6% darkness / +17% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% Maximum life: +100.00 Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel shield of the stars (Nightmares) (0 def, 4 armour, 104% power, 44.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 105% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +12 light / +12 darkness When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Cun / +3 Mag Changes resistances: +11% light / +11% darkness Changes damage: +10% light / +12% darkness Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
5 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. |
183 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning 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 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Corruptionworth' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Cun Changes resistances: +3% acid Changes resistances penetration: +20% mind Hate when firing a critical mind attack: +2.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of predation (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Guma the LustrewormInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Mag / +1 Wil Changes resistances: +3% physical / +3% all Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Light radius: +4 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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.Sparkspar the pouch of iron shots (20/20, 122% power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 20 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 lightning / +20 fire Damage (radius 1) on hit: +8 lightning / +20 fire Damage (radius 2) on crit: +16 lightning Shots are used with slings to pummel your foes to death. |
steel torque of psionic shield 'Tempestcut' [power 59] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +15% lightning Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +6 It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of healing [power 248] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
5 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 Magpie the Cornac Cursed level 23
7th Haze 122nd year of Ascendancy at 11:03 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Magpie the Cornac Cursed level 10
10th Dusk 122nd year of Ascendancy at 07:00 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Magpie the Cornac Cursed level 20
59th Dusk 122nd year of Ascendancy at 23:57 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Magpie the Cornac Cursed level 10
12nd Dusk 122nd year of Ascendancy at 14:19 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Magpie the Cornac Cursed level 8
8th Dusk 122nd year of Ascendancy at 05:47 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Magpie the Cornac Cursed level 16
45th Dusk 122nd year of Ascendancy at 04:08 see stats
Log
Magpie harrows Cyridhevena the temporal stalker!
Cyridhevena the temporal stalker hits Terror for 78 lightning damage.
Cyridhevena the temporal stalker hits Magpie for 103 physical, 36 physical, 28 lightning (167 total damage).
Curse of Nightmares hits Cyridhevena the temporal stalker for 59 mind, 36 darkness (95 total damage).
Melee retaliation hits Cyridhevena the temporal stalker for 1 lightning, 0 arcane, 1 lightning, 0 arcane (1 total damage).
Cyridhevena the temporal stalker's fiery vapour area effect hits Magpie for 60 fire damage.
Magpie's purging blight area effect hits Terror for 36 blight damage.
Magpie's purging blight area effect hits Terror for 36 blight damage.
Magpie's purging blight area effect hits Cyridhevena the temporal stalker for 19 blight damage.
Magpie receives 53 healing from Magpie's purging blight area effect.
Cyridhevena the temporal stalker's Volcano hits Terror for 138 fire damage.
Bleeding from Cyridhevena the temporal stalker hits Magpie for 36 physical damage.
The air around Magpie grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Terror is dazed!
Cyridhevena the temporal stalker's Volcano killed Terror!
Something hits Terror for 127 physical damage.
Something hits Terror for 127 physical damage.
Something killed Terror!
Magpie uses One with Nature.
Magpie uses Reckless Charge.
Magpie uses Blindside.
Magpie hits Terror for 84 mind, 34 light, 8 nature, 27 arcane, 9 acid, 7 cold, 0 arcane (169 total damage).
Cyridhevena the temporal stalker uses Furnace Vent.
Cyridhevena the temporal stalker hits Terror for 634 fire damage.
Cyridhevena the temporal stalker hits Magpie for 321 fire damage.
Magpie the level 24 cornac cursed was slowly cooked to death by Cyridhevena the temporal stalker on level 3 of The Maze.
Cyridhevena the temporal stalker is no longer being stalked by Magpie.
You carry too much--you are encumbered!
Drop some of your items.

























































































































