











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/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.
Embers of Rage 1.7.4Official Expansion!Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 28 / 50% |
| Size | big |
| Lifes / Deaths | Killed by Silarin the carrion worm mass at level 22 on the 54th Dusk 122nd year of Ascendancy at 09:39 / 2Killed by Mayyriawe the snow giant boulder thrower at level 28 on the 36th Haze 122nd year of Ascendancy at 14:03 |
| Antimagic | Follower |
Primary Stats
| Strength | 85 (base 60) |
| Dexterity | 27 (base 10) |
| Constitution | 41 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 75 (base 56) |
| Cunning | 20 (base 10) |
Resources
| Life | -157/862 |
| Hate | 100/100 |
| Equilibrium | 43 |
| Healing Factor | 1.2770891635175 |
| Regeneration | 20.752698907159 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 43 |
| Crit Chance | 26% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Physical | +21% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +34% |
| Lightning | +10% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.317011280365 (72.903125182002%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 28 |
| Physical Save | 38 |
| Spell Save | 43 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 34%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 36%( 70%) |
| Mind | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 55% |
| Confusion Resistance | 31% |
| Fear Resistance | 18% |
| Stun Resistance | 67% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 692% 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 Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Eilinymira the large brown snake. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by Xanotira the giant acid ant. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | Flashripper (Madness) (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +19 (+5 eff.) Armour: +11 Changes stats: +2 Dex Changes resistances penetration: +25% physical Changes damage: +9% fire Only die when reaching: -80.00 life Curse of Madness A pair of boots made of leather. |
| Light source | alchemist's lamp 'Aryssra'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Dex / +8 Con Changes resistances: +15% blight / +3% mind Life regen: +9.00 Maximum life: +49.00 Light radius: +4 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (Corpses) (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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Fists of the Desert Scorpion (Corpses) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Falastir [power 2] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +20 (+6 eff.) Changes resistances: +6% fire Spell save: +6 (+2 eff.) Life regen: +4.00 Healing mod.: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Velita the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +25 (+6 eff.) Changes stats: +5 Str / +2 Con Changes resistances: +5% arcane / +9% light / +3% darkness Stun/Freeze immunity: +24% Life regen: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
| On fingers | TempestsquallInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +1 Dex / +4 Mag / +9 Con Changes resistances: +20% cold Changes resistances penetration: +10% lightning Changes damage: +10% cold Spell save: +11 (+3 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
| Around neck | AerosedaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes stats: +4 Wil Changes resistances: +18% lightning Critical mult.: +12.00% Mental save: +5 (+2 eff.) Confusion immunity: +13% Stun/Freeze immunity: +25% Mana when firing critical spell: +2.00 Maximum mana: +20.00 Mindpower: +9 (+2 eff.) Amulets make your neck look great! |
| In main hand | Getutohir (Misfortune) (27-38 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 65% When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Physical power: +9 (+2 eff.) Changes stats: +4 Dex / +3 Con Changes resistances penetration: +9% physical Critical mult.: +28.00% Disarm immunity: +15% Curse of Misfortune Blunt and deadly. |
| Around waist | hardened leather belt 'Cyrithra' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+3 eff.) Armour: +4 Defense: +10 (+3 eff.) Changes resistances penetration: +15% mind Spell save: +8 (+2 eff.) Stamina each turn: +2.00 Maximum stamina: +30.00 Size category: +1 Curse of Nightmares A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield of resistance (Nightmares) (0 def, 6 armour, 30-37 power, 84 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Fatigue: +8% Changes stats: +4 Str / +1 Dex Changes resistances: +7% acid / +8% fire / +7% lightning / +5% cold Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | cashmere cloak 'Adudherin' (Misfortune) (9 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +6 Dex / +3 Mag / +2 Cun Changes resistances: +15% light / +13% fire Stealth bonus: +7 Maximum life: +71.00 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. |
| Main armor | Isebeth the dwarven-steel mail armour (Shrouds) (8 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 65% Changes stats: +3 Str / +4 Con Changes resistances: +16% lightning / +6% temporal / +15% acid Changes damage: +3% physical Stamina each turn: +2.00 Maximum life: +30.00 Curse of Shrouds A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] 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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 212; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 292; 15 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. 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. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; physical, light, blight, fire, darkness, temporal)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 3 blight, 3 fire, 5 darkness, 4 temporal 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. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 311 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Eilinuyatta the AirstokerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +7 Cun Changes resistances: +9% lightning / +15% fire / +16% cold Changes resistances penetration: +25% fire Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
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: +21% Amulets make your neck look great! |
enraging steel amulet of perfection (0.19 Cursed / Strife,0.19 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% physical Talent masteries: +0.19 Cursed / Strife +0.19 Cursed / Cursed form Combat speed: +10% Amulets make your neck look great! |
gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +2.00 Amulets make your neck look great! |
stabilizing steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
steel amulet 'Runebar'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +1 Wil / +4 Cun Changes resistances penetration: +5% arcane Critical mult.: +10.00% Mental save: +5 (+2 eff.) Confusion immunity: +12% Maximum mana: +40.00 Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
Duvegoneg the PrismzealCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +10% light Changes damage: +15% mind Mental save: +12 (+5 eff.) Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +24% Equilibrium when hit: +0.16 Maximum life: +26.00 Infravision radius: +3 Rings make your fingers look great! |
ShiverwritherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances penetration: +10% cold Changes damage: +3% temporal Silence immunity: +22% Mana each turn: +0.11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
StormscarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +3 Dex / +4 Wil Changes resistances: +12% mind Changes damage: +3% physical Mental save: +8 (+4 eff.) Teleport immunity: +20% Only die when reaching: -40.00 life Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +2 Con Spell save: +10 (+3 eff.) Maximum stamina: +14.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's steel ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
steel ring 'Aerulazor'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +2 Con Changes resistances penetration: +5% blight Changes damage: +12% arcane Spell save: +11 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +26% Mana when firing critical spell: +1.00 Maximum stamina: +17.00 Rings make your fingers look great! |
warrior's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +22% Mana each turn: +0.10 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Getuyafast (Madness) (18-26 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (radius 1) on hit: +20 temporal When wielded/worn: Accuracy: +16 (+5 eff.) Changes stats: +6 Str Changes resistances: +6% blight / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +12% physical Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Stormfront (Madness) (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 stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level.stormbringer's dwarven-steel battleaxe of crippling (Nightmares) (31-46 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +27 lightning / +10 cold When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +10% lightning / +12% cold Movement speed: +43% Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Silent Blade (Misfortune) (25-32 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 65% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Nightmares The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level.Beusta the ash longbow (Shrouds) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to slow global speed by 65% Damage (radius 2) on crit: +14 acid / +15 nature When wielded/worn: Armour penetration: +12 Changes resistances: +15% acid / +6% temporal / +15% cold Changes resistances penetration: +15% acid / +20% nature Silence immunity: +10% Disarm immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
dwarven-steel mace of crippling (Misfortune) (27-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Huhir (Madness) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Changes stats: +6 Cun / +2 Dex Changes resistances penetration: +10% temporal / +7% physical Reduces incoming crit damage: 15.00% Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Morningcutter the ash magestaff (Shrouds) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% Changes resistances: +18% acid / +12% temporal / +6% lightning Changes resistances penetration: +10% light Changes damage: +6% light / +15% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Lightningflash' (Corpses) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% lightning Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Spellpower: +6 (+2 eff.) Spell crit. chance: +11% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Brodyrach the rough leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +5% temporal Changes resistances penetration: +20% mind Mental save: +3 (+1 eff.) Maximum life: +20.00 Curse of Nightmares A belt that goes around your waist. |
Eremadunik (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +4 Str / +4 Wil / +3 Cun / +3 Con Changes resistances: +6% fire / +7% cold Damage against: +24% Summoned Reduced damage from: +17% Summoned Physical save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +20% Size category: +1 Curse of Corpses A belt that goes around your waist. |
Eremorain the rough leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +20 (+6 eff.) Changes stats: +3 Str / +4 Dex / +3 Cun Maximum life: +33.00 Curse of Misfortune A belt that goes around your waist. |
Isoba the Cystrot (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 nature / 6 cold Changes resistances: +3% blight Changes damage: +9% nature Maximum encumbrance: +23 Curse of Nightmares A belt that goes around your waist. |
rough leather belt of unlife (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
Khelemnir the linen cloak (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +2 Dex Changes resistances: +3% darkness Changes damage: +3% acid / +3% physical Spell save: +9 (+3 eff.) 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. |
Oledan the Shimmerripper (Nightmares) (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 14% Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning / +12% cold / +5% arcane / +18% fire Changes damage: +3% lightning Poison immunity: +20% 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. |
Yarundur (Misfortune) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Changes stats: +2 Str / +4 Mag / +1 Wil / +2 Con Changes resistances penetration: +5% physical See invisible: +3 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. |
enveloping linen cloak of protection (Misfortune) (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+2 eff.) 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 'Emiwen' (Corpses) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Dex Spell save: +15 (+5 eff.) Mental save: +3 (+1 eff.) Maximum life: +74.00 See invisible: +6 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. |
linen cloak 'Islogath' (Misfortune) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +1 Dex / +4 Wil / +3 Con Physical save: +10 (+4 eff.) See invisible: +3 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. |
focusing Rags of the Sanctuary of light (+15%) (Madness) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +15% light / +7% all Changes damage: +10% light Mana each turn: +0.10 Psi each turn: +0.10 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betheyamira (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Str / +2 Con Changes resistances penetration: +15% mind Light radius: +3 Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Coalhacker (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Con Changes resistances: +6% acid Changes resistances penetration: +25% darkness / +15% acid Changes damage: +9% darkness Light radius: +3 Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Erelydil (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +3 Cun / +10 Wil Changes damage: +9% mind Stamina each turn: +0.30 Maximum life: +38.00 Mindpower: +10 (+2 eff.) Movement speed: +10% 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. |
Flamemalice the pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Wil Changes resistances: +3% fire Changes resistances penetration: +25% fire Changes damage: +6% nature / +3% fire Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulovon (Corpses) (25 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +25 (+8 eff.) Changes resistances: +5% fire / +6% cold Changes resistances penetration: +10% arcane Changes damage: +3% temporal Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses A pair of boots made of leather. |
pair of dwarven-steel boots 'Chargestreaker' (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: +21% lightning / +8% fire / +15% darkness / +8% cold Changes damage: +6% light 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 of rushing (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +3 Con Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Stokeburst' (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 acid / 6 fire Changes stats: +3 Str / +3 Con Changes resistances: +6% acid / +3% fire / +9% darkness Changes damage: +9% acid Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Anyrin the hardened leather gloves (Madness) (0 def, 10 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +10 Armour Hardiness: +7% Changes stats: +8 Con Changes resistances: +6% physical Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% Life regen: +3.00 Stamina each turn: +0.60 Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +16.00 Spell crit. chance: +2% 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. |
Arulrann the Morbusslicer (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 65% Damage (Melee): 7 cold Changes stats: +1 Str / +3 Mag Changes resistances: +7% cold Changes damage: +8% cold Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belydhenn the Fogqueller (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +2 Fatigue: +3% Damage (Melee): 6 nature Damage when hit (Melee): 8 darkness / 6 physical Changes stats: +2 Con Changes resistances: +7% nature / +9% acid Changes damage: +4% nature / +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Moldstake the hardened leather gloves (Misfortune) (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +2 Damage (Melee): 7 darkness Damage when hit (Melee): 2 nature Changes stats: +2 Str Changes resistances: +7% darkness Changes resistances penetration: +15% nature Changes damage: +4% darkness / +9% nature Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +28% 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. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves of the starseeker (Corpses) (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes stats: +2 Cun / +3 Mag Changes resistances: +6% light / +7% darkness Mental save: +8 (+4 eff.) Maximum life: +54.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 27.70 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Snownoon' (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% cold Changes damage: +3% cold / +3% light / +15% temporal Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of dexterity (+3) (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 mind Changes stats: +3 Dex Changes resistances: +7% mind Changes damage: +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Getaregonik' (Shrouds) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Str Changes resistances: +6% nature Changes damage: +4% nature Reduces incoming crit damage: 5.00% Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Nimbuscrack' (Nightmares) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str / +2 Wil / +3 Con Changes damage: +12% lightning Reduces incoming crit damage: 5.00% Infravision radius: +1 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. |
This item will automatically be transmogrified when you leave the level.sand hardened leather gloves of strength (+4) (Corpses) (0 def, 8 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +4 Str Changes damage: +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets (Nightmares) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 5 physical Changes damage: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Bokydehor the Unlightpower (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +3% acid / +9% darkness Changes damage: +15% cold Curse of Corpses A cap made of leather. |
Drynarindil (Shrouds) (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: +1% Changes resistances: +6% darkness Stun/Freeze immunity: +20% Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds A cap made of leather. |
Giluregoran the rough leather cap (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes resistances: +3% mind Changes resistances penetration: +25% mind Infravision radius: +1 Curse of Shrouds A cap made of leather. |
Icebait (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Mag / +3 Wil / +2 Cun Changes resistances: +6% cold Changes resistances penetration: +5% cold Allows you to breathe in: water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Emelatta' (Nightmares) (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% Changes stats: +3 Con Mental save: +9 (+4 eff.) Psi when hit: +0.12 Maximum psi: +10.00 Light radius: +2 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Curse of Misfortune A cap made of leather. |
Belarorath the steel mail armour (Shrouds) (2 def, 9 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +13% acid / +7% cold / +12% nature / +5% arcane Changes damage: +15% physical Allows you to breathe in: water Disease immunity: +20% Silence immunity: +20% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour (Corpses) (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 (+0 eff.) Fatigue: +12% Curse of Corpses A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (Nightmares) (3 def, 9 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +15% blight / +7% cold / +16% darkness / +7% acid Allows you to breathe in: water Light radius: +1 Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour of natural resilience (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +14% nature / +12% blight Reduced damage from: +8% Unnatural Curse of Corpses A suit of armour made of mail. |
Behemoth Hide (Shrouds) (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Shrouds A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows 'Kindleglory' (18/18, 20-29 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 20% chance to reduce armor by 14% * Create an explosion dealing 15 lightning damage (1/turn) Damage (Ranged): +4 arcane / +8 fire Damage (radius 1) on hit: +20 arcane / +20 fire Damage (radius 2) on crit: +16 arcane Arrows are used with bows to pierce your foes to death. |
9 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. |
349 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betebrebeth (dig speed 10 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+4 eff.) Changes stats: +8 Str / +5 Wil Changes damage: +9% temporal / +8% fire / +8% mind / +6% physical Mental save: +7 (+3 eff.) Mental crit. chance: +9% Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chillransom the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold / +3% all Changes damage: +9% darkness / +3% cold Spell save: +7 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+1 eff.) 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. |
RainstingerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +6% mind Changes damage: +3% cold Psi when hit: +0.20 Maximum life: +62.00 Mindpower: +5 (+1 eff.) 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. |
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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
preserving brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight Mental save: +6 (+3 eff.) Life regen: +1.00 Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.Cloudcrypt the pouch of stralite shots (20/20, 52-62 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 52.0 - 62.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to reduce all saves and defense by 37 * 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% On weapon crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +4 mind Damage against: +9% Unnatural Shots are used with slings to pummel your foes to death. |
Vorurawen [power 170] (24/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% acid / +6% fire / +18% darkness Spell save: +15 (+5 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 206 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 52. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Erelukalthokor the Prismlash [power 122] (24/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% temporal / +6% cold / +5% arcane / +9% lightning Changes damage: +9% light Light radius: +2 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Polebeth the Infernowar [power 116] (24/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes damage: +9% fire Maximum hate: +2.00 Maximum psi: +20.00 It can be used to sting an enemy dealing 116 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. |
5 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. |
Salekira the elm wand of conjuration [power 105] (24/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +5% mind Poison immunity: +20% Maximum life: +80.00 Maximum psi: +10.00 It can be used to fire a magical bolt dealing 116 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
8 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. |
12 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. |
10 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Silce the Cornac Cursed level 20
45th Dusk 122nd year of Ascendancy at 23:19 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Silce the Cornac Cursed level 18
15th Dusk 122nd year of Ascendancy at 02:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Silce the Cornac Cursed level 24
60th Dusk 122nd year of Ascendancy at 01:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Silce the Cornac Cursed level 27
22nd Haze 122nd year of Ascendancy at 22:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Silce the Cornac Cursed level 10
1st Mirth 122nd year of Ascendancy at 22:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Silce the Cornac Cursed level 20
39th Dusk 122nd year of Ascendancy at 20:04 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Silce the Cornac Cursed level 24
1st Time of Equilibrium 122nd year of Ascendancy at 03:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Silce the Cornac Cursed level 23
59th Dusk 122nd year of Ascendancy at 14:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Silce the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 11:20 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Silce the Cornac Cursed level 23
58th Dusk 122nd year of Ascendancy at 20:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Silce the Cornac Cursed level 16
2nd Dusk 122nd year of Ascendancy at 04:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Silce the Cornac Cursed level 22
54th Dusk 122nd year of Ascendancy at 09:39 see stats
Log
Silce has shrugged off 35 damage and is ready for more.
Mayyriawe the snow giant boulder thrower teleports some damage to Silce!
Mindrot hits Mirror Image (Urkis, the High Tempest) for 0 mind, 0 darkness (0 total damage).
Mindrot hits Mayyriawe the snow giant boulder thrower for (9 absorbed), 0 mind, (9 teleported), 0 darkness (0 total damage).
Mindrot hits Silce for 9 teleported damage.
Rampaging hits Silce for (9 rampage shugs off) damage.
Silce uses Reckless Charge.
Mayyriawe the snow giant boulder thrower notices you at the last moment!
Silce performs a melee critical strike against Mayyriawe the snow giant boulder thrower!
Mayyriawe the snow giant boulder thrower slows down.
You feel your rampage slowing down. (-1 duration)
Mayyriawe the snow giant boulder thrower teleports some damage to Silce!
Silce hits Silce for 317 teleported damage.
Silce hits Mayyriawe the snow giant boulder thrower for (317 teleported), 0 physical (0 total damage).
Rampaging hits Silce for (28 rampage shugs off) damage.
Silce's purging blight area effect hits Mirror Image (Urkis, the High Tempest) for 0 blight damage.
Silce's purging blight area effect hits Mayyriawe the snow giant boulder thrower for (30 absorbed), 0 blight (0 total damage).
Phantasmal Shield hits Silce for (39 antimagic), 55 light (55 total damage).
Silce hits Urkis, the High Tempest for 7 darkness, 11 mind (18 total damage).
Silce uses Infusion: Movement.
Silce is moving at extreme speed!
Your movements fuel your rampage! (+1 duration)
Mayyriawe the snow giant boulder thrower uses Throw Boulder.
Mayyriawe the snow giant boulder thrower hurls a huge boulder at Silce!
Silce is knocked back!
Mayyriawe the snow giant boulder thrower hits Silce for 217 physical damage.
Silce the level 28 cornac cursed was pierced to death by Mayyriawe the snow giant boulder thrower on level 2 of Tempest Peak.
Mirror Image (Urkis, the High Tempest) is no longer being stalked by Silce.
























































































































