













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Doomed Darkvision Fix 1.6.6 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 31 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Layana the large brown snake at level 31 on the 4th Decay 122nd year of Ascendancy at 00:39 / 1 |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 15.545467261063 (base 10) |
| Constitution | 1 (base 10) |
| Magic | 21.272733630532 (base 12) |
| Willpower | 92.436300936527 (base 60) |
| Cunning | 75.436300936527 (base 60) |
Resources
| Life | -162/512 |
| Hate | 99/100 |
| Equilibrium | 18 |
| Healing Factor | 0.92105263157894 |
| Regeneration | 27.233044318173 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 11 |
| See Invisible | 17.545467261063 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 48 |
| Crit Chance | 24% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 48 |
| Crit Chance | 23% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| Acid | +48% |
| Nature | +31% |
| Fire | +19% |
| Darkness | +22% |
| Arcane | +43% |
| Mind | +43% |
| All | +16% |
Offense: Damage Penetration
| Acid | +31% |
| Lightning | +13% |
| Mind | +13% |
| Physical | +12% |
| Fire | +28% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 29 (60%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 36 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 1%( 70%) |
| All | -9%( 70%) |
| Physical | + 27%( 76%) |
| Lightning | + 10%( 70%) |
| Light | -6%( 70%) |
| Temporal | 0%( 70%) |
| Mind | -14%( 70%) |
| Darkness | + 36%( 77%) |
| Fire | + 8%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Knockback Resistance | 56% |
| Confusion Resistance | 75% |
| Fear Resistance | 56% |
| Stun Resistance | 56% |
| Poison Resistance | 34% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.3 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 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 412% 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 Strength stat. |
Class Talents
| Cursed / Darkness | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Advanced shadowmancy | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.60 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Psiblades |
| talent | Shadow Decoy |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Deflection |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.3)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 23% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 69 mind and 59 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 94 Mind damage, and deal 80 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 25 and doing 40.30 blight damage per turn. Rotting Disease |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+32% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 64.62 nature damage per turn. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 73.68 physical damage per turn. Bleeding |
| detrimental effect | The target is infected by a disease, reducing its strength by 23 and doing 37.21 blight damage per turn. Weakness Disease |
| detrimental effect | The target has a 20% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 80, defense by 26 and looses all evasion bonus from being unseen. Illumination |
| beneficial effect | Commander is feeding from Xilramira the stone troll. Feeding |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Mayevea the snow giant. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by barrow wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Mayikira the skeleton magus. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Glumilrana the master vampire. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Velumina the armoured skeleton warrior. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by 3-headed hydra. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 31. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Elywyn' (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 4 physical Changes resistances: +8% lightning / +8% temporal / +3% mind / +1% physical Changes resistances penetration: +5% mind Curse of Madness A pair of boots made of leather. |
| Light source | Voruwe the DimclashCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 8 mind Changes resistances: +12% darkness Changes resistances penetration: +10% acid / +8% all Changes damage: +12% mind / +6% darkness Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Chythel' (Shrouds) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Str / +10 Wil Changes resistances: +8% blight / +6% physical / +6% lightning Physical save: +8 (+4 eff.) Mental save: +13 (+5 eff.) Disease immunity: +20% Disarm immunity: +10% Life regen: +4.00 Light radius: +2 Curse of Shrouds A cap made of leather. |
| On hands | Charvortex the hardened leather gloves (Misfortune) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +5% arcane Changes resistances penetration: +20% fire Changes damage: +6% arcane / +3% fire Life regen: +3.00 Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum stamina: +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 2 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gold ring 'Glintkill'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +10 (+10 eff.) Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +5 Cun Changes resistances penetration: +5% acid Changes damage: +9% acid / +6% all Blindness immunity: +20% Spellpower: +11 (+5 eff.) Mindpower: +9 (+2 eff.) Light radius: +2 Infravision radius: +5 See stealth: +11 See invisible: +11 Rings can have magical properties. |
| On fingers | Suntouch (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +10% blight / +13% physical / +7% nature Changes damage: +21% arcane / +13% physical Poison immunity: +14% Disease immunity: +18% Mindpower: +8 (+2 eff.) Light radius: +2 Curse of Corpses Rings can have magical properties. |
| Around neck | copper amulet 'Blastwild'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +5% lightning Life regen: +6.00 Amulets can have magical properties. |
| In main hand | pulsing mindstar of venom (Nightmares) (12.5-13.75 power, 39 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +39 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 acid Changes resistances: +4% acid Changes resistances penetration: +8% acid Changes damage: +8% acid Talent granted: +1 Attune Mindstar Life regen: +3.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +4% 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. |
| Around waist | Brenarerach (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +5% arcane Physical save: +18 (+7 eff.) Poison immunity: +20% Confusion immunity: +20% Life regen: +4.00 Mana each turn: +0.33 Only die when reaching: -60.00 life Maximum mana: +31.00 Curse of Madness A belt that goes around your waist. |
| In off hand | Strikecut (Nightmares) (9.5-10.45 power, 29 apr, nature 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: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +29 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 physical Damage (radius 2) on crit: +8 lightning When wielded/worn: Armour: +6 Damage (Melee): 5 lightning / 5 physical / 4 fire / 4 acid / 3 cold Changes stats: +2 Str / +2 Wil / +2 Cun Changes resistances: +4% lightning / +6% physical / +4% cold / +4% fire / +5% acid Changes resistances penetration: +4% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% 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. |
| Cloak | Ulfunarimnir (Nightmares) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+8 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes resistances: +13% light / +6% blight / +12% fire / +5% arcane / +3% cold Stealth bonus: +9 Physical save: +10 (+5 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +36.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (Corpses) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+10 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
movement infusion of the wizard (speed 520%; cd 8)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 increase movement speed by 520% 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 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. |
wild infusion of the duelist (res 23%; magical, mental; dur 2; 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.stormshield rune (threshold 41; blocks 3; dur 4; cd 12) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 3 times. 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.stormshield rune (threshold 26; blocks 2; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 2 times. 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+13 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level.stralite amulet 'Aerulemina' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Dex / +6 Wil Changes resistances: +17% light / +16% darkness / +9% nature Mental save: +12 (+4 eff.) Blindness immunity: +32% Maximum life: +80.00 Amulets can have magical properties. |
Inertial Twine (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% Curse of Nightmares This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Growth (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Windveil the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid / 2 nature Changes stats: +1 Con Changes resistances: +22% acid Changes damage: +11% acid Light radius: +3 Rings can have magical properties. |
copper ring 'Jetstreak'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +2 Str / +2 Dex / +3 Mag / +3 Cun Changes resistances penetration: +25% darkness Changes damage: +12% light Reduces incoming crit damage: 10.00% Spellpower: +6 (+3 eff.) Infravision radius: +3 Rings can have magical properties. |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Elenegen the Airgasher (Misfortune) (34.5-51.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 mind Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +19 (+14 eff.) Armour penetration: +14 Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes resistances penetration: +14% physical / +10% mind / +15% nature Changes damage: +15% mind Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Stormfront (Corpses) (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Corpses The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level.Ulfirerim (Nightmares) (48-72 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 24% * 20 arcane resource burn * 10% chance to slow global speed by 67% Damage (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +6% acid / +9% cold / +5% arcane / +9% nature Changes damage: +3% mind Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced stralite battleaxe of erosion (Corpses) (46-69 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +13 (+11 eff.) Defense: +7 (+7 eff.) Disarm immunity: +33% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Glimmerwither (Madness) (26-33.8 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +20% temporal Changes damage: +9% mind Mental save: +6 (+2 eff.) Maximum hate: +2.00 Light radius: +3 Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger 'Cracklespire' (Nightmares) (14.5-18.85 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Accuracy: +11 (+10 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +6 Str Changes resistances: +15% mind / +9% fire Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +10% physical Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's steel dagger (Nightmares) (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +12 cold When wielded/worn: Changes resistances penetration: +7% lightning / +8% cold Movement speed: +28% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Pitchobeisance the dwarven-steel greatmaul (Madness) (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes resistances: +3% light / +12% lightning Reduces incoming crit damage: 15.00% Poison immunity: +10% Silence immunity: +20% Confusion immunity: +20% Only die when reaching: -40.00 life Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel greatmaul of rage (Shrouds) (26.5-39.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Changes stats: +3 Str Changes damage: +10% physical Curse of Shrouds Massive two-handed mauls. |
Corpsebow (Misfortune)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 15 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+5 eff.) Curse of Misfortune A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Corpathus (Corpses) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +12.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Corpses Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level.caller's thorny mindstar of sand (Corpses) (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 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): 4 physical Changes resistances: +8% physical Changes resistances penetration: +5% acid / +4% fire / +4% cold / +11% physical Changes damage: +7% acid / +9% fire / +5% cold / +18% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +21 Max wilder summons: +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. |
This item will automatically be transmogrified when you leave the level.inquisitor's thorny mindstar of storms (Madness) (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 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% On weapon crit: * Deals 111 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 9 lightning Changes stats: +3 Str / +1 Dex / +3 Mag / +5 Wil / +2 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +6% lightning Changes damage: +5% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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.projecting pulsing mindstar of frost (Nightmares) (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +11 Damage (Melee): 4 cold Changes resistances: +8% cold Changes resistances penetration: +9% cold Changes damage: +5% lightning / +18% cold / +6% fire Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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.pulsing mindstar 'Polymira' (Shrouds) (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 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: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 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: +15% Unnatural When wielded/worn: Damage (Melee): 4 lightning Changes stats: +3 Str / +4 Dex / +6 Mag / +6 Wil / +4 Cun / +5 Con Changes resistances: +16% lightning / +3% acid Changes resistances penetration: +9% lightning Changes damage: +8% lightning Talent granted: +1 Attune Mindstar Disarm immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Mindpower: +17 (+4 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level.Tarratar the Iceraven (Shrouds) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Travel speed: +200% Damage (Ranged): +20 cold Damage (radius 1) on hit: +12 cold When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% lightning / +4% physical / +9% blight Spell save: +12 (+5 eff.) Maximum life: +40.00 Combat speed: +10% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Blindcutter the ash vilestaff (Misfortune) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+8 eff.) Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +10% physical Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +5.00% Spell save: +12 (+5 eff.) Disarm immunity: +20% Pinning immunity: +10% Knockback immunity: +10% Stamina each turn: +1.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% 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: 1.3 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 48.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew vilestaff of fate (Nightmares) (25-30 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced deep-steel trident of massacre (Corpses) (37-59.2 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+11 eff.) Defense: +7 (+7 eff.) Disarm immunity: +39% Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Cobrahunter' (Nightmares) (21-29.4 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 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% Damage (Melee): +12 nature / +20 temporal Damage (radius 1) on hit: +20 nature / +12 acid Damage (radius 2) on crit: +20 nature / +8 acid When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Curse of Nightmares One-handed war axes. |
Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Emotta (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 24% Changes resistances: +3% mind Changes resistances penetration: +25% arcane Changes damage: +3% acid / +3% arcane Maximum life: +31.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Zuregoregodar the cashmere cloak (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Wil Changes damage: +21% blight Physical save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -50.00 life Light radius: +3 Infravision radius: +3 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. |
resilient linen cloak (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +32.00 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. |
Crimson Robe (Shrouds) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+11 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Shrouds This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Firewalker (Nightmares) (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+13 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. Curse of Nightmares This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Silk Current (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+11 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Misfortune This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Porylle' (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +25 (+17 eff.) Changes resistances: +12% physical / +9% all Changes resistances penetration: +10% mind / +15% physical Changes damage: +12% physical Critical mult.: +10.00% Hate when firing a critical mind attack: +4.00 Maximum stamina: +30.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of force (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +4 Fatigue: +3% Spellpower: +7 (+3 eff.) Mindpower: +5 (+1 eff.) 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. |
Dazzlequeen (Madness) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 light Changes stats: +2 Wil Changes resistances: +8% light Changes damage: +15% light Critical mult.: +15.00% Mindpower: +30 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nerevea (Nightmares) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes resistances penetration: +10% blight Mental save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +46.00 Mental crit. chance: +4% Damage Shield penetration: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snowfame the hardened leather gloves (Nightmares) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Damage when hit (Melee): 8 mind Changes stats: +4 Str / +5 Cun Changes resistances: +6% cold Changes damage: +6% cold Critical mult.: +15.00% Maximum hate: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (Misfortune) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (Misfortune) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +5% lightning Changes damage: +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Berydramnir (Shrouds) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +3% mind Blindness immunity: +10% Life regen: +4.00 Infravision radius: +1 Curse of Shrouds A cap made of leather. |
Cloud Caller (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Nightmares It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.3 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 57.62 to 172.85 lightning damage (115.23 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
This item will automatically be transmogrified when you leave the level.Frigidrage the cashmere wizard hat (Shrouds) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 10 arcane Changes stats: +5 Mag Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +25% arcane Changes damage: +15% cold Spell save: +8 (+4 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (Shrouds) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
linen wizard hat of light (+15%) (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% light Changes damage: +10% light Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of command (Corpses) (11 def, 13 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 (+11 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +15 (+5 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of acid resistance (Misfortune) (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +18% acid Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of acid resistance (Misfortune) (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+4 eff.) Fatigue: +12% Changes resistances: +24% acid Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing dwarven-steel mail armour of Eyal (Nightmares) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Damage (Melee): 11 acid / 12 fire Damage when hit (Melee): 11 acid / 10 fire Changes resistances: +12% acid / +16% fire Life regen: +3.00 Maximum life: +25.00 Healing mod.: +12% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened leather armour 'Gloomripper' (Corpses) (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+9 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +5 Cun Changes resistances: +21% temporal Changes damage: +6% darkness Mana each turn: +0.16 Maximum vim: +30.00 Light radius: +3 Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of Toknor (Madness) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Armour: +6 Defense: +9 (+9 eff.) Fatigue: +8% Critical mult.: +10.00% Life regen: +2.80 Stamina each turn: +0.50 Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour (Shrouds) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing dwarven-steel plate armour of fire resistance (Nightmares) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage (Melee): 11 acid / 12 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +15% acid / +30% fire Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Xanamina the Duskwrecker (Madness) (0 def, 4 armour, 16.5-19.8 power, 43.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 Damage (Melee): +8 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 light / 4 fire Changes resistances: +19% lightning / +15% fire Changes resistances penetration: +10% light / +10% darkness Changes damage: +24% darkness Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.windwalling dwarven-steel shield of crushing (Nightmares) (0 def, 6 armour, 37-44.4 power, 79.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 37.0 - 44.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 physical When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +13% physical Talent granted: +1 Block Slows Projectiles: +14% Bonus block near projectiles: +30 Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.windwalling dwarven-steel shield of resilience (Nightmares) (0 def, 6 armour, 27-32.4 power, 81 block) Requires: - Shield usage training - Strength 24 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +81 Damage (Melee): +15 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +13% physical Talent granted: +1 Block Maximum life: +43.00 Slows Projectiles: +17% Bonus block near projectiles: +58 Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.blazing quiver of yew arrows of accuracy (19/19, 34.5-48.3 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Damage (Ranged): +14 fire Damage (radius 2) on crit: +11 fire Arrows are used with bows to pierce your foes to death. |
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. |
653 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. |
4 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. |
12 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. |
11 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. |
7 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. |
7 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 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 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. |
dwarven-steel pickaxe 'Floehack' (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+6 eff.) Fatigue: -6% Changes stats: +4 Str Changes resistances: +6% acid / +7% physical Changes resistances penetration: +20% cold Changes damage: +9% cold Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+3 eff.) Maximum life: +44.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
ShinesweepCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +3% blight / +6% temporal / +9% lightning Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 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: 3.9 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 18 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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.Beryrarin [power 296] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% blight Teleport immunity: +20% Only die when reaching: -40.00 life Infravision radius: +3 Healing mod.: +5% It can be used to sting an enemy dealing 329 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 36% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.yew totem of stinging 'Maledir' [power 248] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +8 Defense: +20 (+15 eff.) Changes stats: +2 Con Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Only die when reaching: -80.00 life Mindpower: +20 (+5 eff.) It can be used to sting an enemy dealing 276 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
15 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 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. |
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. |
6 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. |
4 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Commander the Cornac Doomed level 31
13rd Haze 122nd year of Ascendancy at 21:12 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Commander the Cornac Doomed level 23
64th Dusk 122nd year of Ascendancy at 03:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Commander the Cornac Doomed level 22
60th Dusk 122nd year of Ascendancy at 18:49 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Commander the Cornac Doomed level 31
18th Haze 122nd year of Ascendancy at 01:45 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Commander the Cornac Doomed level 31
13rd Haze 122nd year of Ascendancy at 17:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Commander the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 04:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Commander the Cornac Doomed level 20
45th Dusk 122nd year of Ascendancy at 10:26 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Commander the Cornac Doomed level 30
7th Haze 122nd year of Ascendancy at 20:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Commander the Cornac Doomed level 19
17th Dusk 122nd year of Ascendancy at 01:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Commander the Cornac Doomed level 30
7th Haze 122nd year of Ascendancy at 22:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Commander the Cornac Doomed level 10
3rd Mirth 122nd year of Ascendancy at 02:24 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Commander the Cornac Doomed level 31
13rd Haze 122nd year of Ascendancy at 21:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Commander the Cornac Doomed level 14
2nd Flare 122nd year of Ascendancy at 20:00 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Commander the Cornac Doomed level 31
57th Haze 122nd year of Ascendancy at 19:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Commander the Cornac Doomed level 22
61st Dusk 122nd year of Ascendancy at 18:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Commander the Cornac Doomed level 15
6th Flare 122nd year of Ascendancy at 11:33 see stats
Log
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Terror is poisoned!
Commander resists the vile poison!
Melee retaliation hits Layana the large brown snake for 22 nature, 3 nature, 4 physical, 6 mind, 22 nature, 3 nature, 4 physical, 6 mind (73 total damage).
Curse of Nightmares hits Adonn the Guardian for (52 absorbed), 0 mind, (20 absorbed), 28 darkness (28 total damage).
Layana the large brown snake hits Commander for (15 gestured), (19 deflected), 19 physical, (12 gestured), (15 deflected), 16 physical (36 total damage).
Commander the level 31 cornac doomed was cleaved to death by Layana the large brown snake on level 1 of Ruined Dungeon.
The air around Commander grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
The shield around terror crumbles.
Terror is no longer poisoned.
Terror is no longer poisoned.
Terror is no longer poisoned.
The shield around terror crumbles.
Terror is no longer poisoned.
Terror is no longer poisoned.
Commander deactivates Call Shadows.
Commander deactivates Shadows Empathy.
Commander stops bleeding.
Commander seems more focused.
Commander deactivates Shadow Decoy.
Commander is free from the rotting disease.
Commander deactivates Psiblades.
Commander deactivates Deflection.
Commander's is no longer disrupted.
Commander is free from the weakness disease.
Commander deactivates Gesture of Pain.
Commander is no longer poisoned.
The shield around terror crumbles.


























































































































