Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Cursed |
Level / Exp | 32 / 72% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 170.17022496364 (base 60) |
Dexterity | 23.340449927278 (base 10) |
Constitution | 79 (base 24) |
Magic | 42.170224963639 (base 10) |
Willpower | 76 (base 54) |
Cunning | 30 (base 10) |
Resources
Life | 632/1150 |
Hate | 46/100 |
Healing Factor | 1.604936744811 |
Regeneration | 0.40123418620274 |
Speed
Mental | +44.951964113259% |
Attack | +44.951964113259% |
Movement | +332.04215599211% |
Spell | 0% |
Global | +49.021890997151% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 4.3404499272777 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 172 |
Accuracy | 26 |
Crit Chance | 11% |
APR | 10 |
Speed | 0.69 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 5% |
Speed | 0.68988371845631 |
Offense: Damage Bonus
Lightning | +16% |
Acid | +45% |
Light | +38% |
Temporal | +33% |
Cold | +80% |
Physical | +118% |
Fire | +43% |
All | +13% |
Offense: Damage Penetration
Lightning | +30% |
Acid | +20% |
Temporal | +9% |
Fire | +25% |
Physical | +9% |
Cold | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 35 |
Mental Save | 51 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 6%( 70%) |
Physical | + 41%( 71%) |
Cold | + 63%( 70%) |
All | + 28%( 70%) |
Darkness | + 31%( 74%) |
Light | + 70%( 70%) |
Mind | + 45%( 70%) |
Fire | + 63%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 91% |
Confusion Resistance | 42% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 40% |
Bleed Resistance | 100% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 41% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 633 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 640.43 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 607 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Savage Hunter |
talent | Gloom |
talent | Surge |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% 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 | Hunting: Marked Prey- Grand Corruptor 6% Received damage reduction against: - Major |
beneficial effect | The target is rampaging! (+250% movement speed, +45% attack speed, +45% mind speed, +43% physical damage, +22 physical save, +22 mental save, 113/113 damage shrugged off this turn) Rampaging |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 45 mind and 45 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 74 Mind damage, and deal 74 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -3 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. |
beneficial effect | The target is walking in its own retch, negating the natural ghoul's speed penalty. Retched |
beneficial effect | Stalking Grand Corruptor. Bonus level 1: +19 accuracy, +14% melee damage, +0.50 hate/turn prey was hit. Stalking 2136/2616 +1 |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 13%. Cursed Form |
detrimental effect | The target is infected with a corrosive worm, reducing blight and acid resistance by 36%. When the effect ends, the worm will explode, dealing 341 acid damage in a 4 radius ball. This damage will increase by 40% of all damage taken while under torment Corrosive Worm |
detrimental effect | Reduces global action speed by 83%. Slow |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by Layunn the giant yellow ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | 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 ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of focus without your aid. 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 ice wyrm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (Madness) (1 def, 4 armour) Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(131 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (Corpses) (0 def, 6 armour) 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 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Rimesweeper [power 356] (15 cooldown) Rimesweeper [power 356] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% nature / +9% fire Changes damage: +6% cold It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Stormpanic StormpanicInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% * 20 arcane resource burn Damage when hit (Melee): 4 lightning Changes resistances: +6% blight / +26% fire / +3% nature / +9% cold Changes resistances penetration: +25% lightning / +10% cold Changes damage: +13% fire Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +18 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +30% light Changes damage: +15% light Reduces incoming crit damage: 15.00% Silence immunity: +20% Maximum life: +20.00 Spellpower: +8 (+4 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +15% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | monstrous hardened leather belt of the vagrant (Madness) monstrous hardened leather belt of the vagrant (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +5 Str / +5 Con Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Mindpower: +5 (+2 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
In main hand | enhanced stralite battleaxe of erosion (Nightmares) (40-61 power, 3 apr) enhanced stralite battleaxe of erosion (Nightmares) (40-61 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +19 nature When wielded/worn: Changes stats: +14 Str / +9 Dex / +14 Mag / +9 Wil / +10 Cun / +16 Con Curse of Nightmares Massive two-handed battleaxes. |
On hands | Fists of the Desert Scorpion (Corpses) (8 def, 4 armour) 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 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 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. |
Main armor | silk robe 'Murkzeal' (Shrouds) (0 def, 0 armour) silk robe 'Murkzeal' (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Damage when hit (Melee): 6 nature Changes stats: +6 Wil / +15 Mag Changes resistances: +14% acid / +16% physical / +14% cold / +14% fire / +13% all Changes resistances penetration: +5% lightning / +9% temporal / +20% nature / +9% physical Changes damage: +17% acid / +31% physical / +3% lightning / +17% fire / +20% temporal / +17% cold Talent cooldown: Refit Golem (-4 turns) Mana each turn: +0.26 Psi each turn: +0.22 Reduces paradox anomalies(equivalent to willpower): +11 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | gold amulet 'Winterwreck' gold amulet 'Winterwreck'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% cold Changes resistances penetration: +20% acid / +25% fire Changes damage: +15% acid / +9% cold Cut immunity: +60% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; temporal, darkness, light, mind, arcane, physical) Prismatic Rune (6 turns; temporal, darkness, light, mind, arcane, physical)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: 23 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: 4 temporal, 5 darkness, 3 light, 3 mind, 3 arcane, 4 physical 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. |
Hurychak HurychakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Dex Changes resistances: +3% nature / +3% darkness Physical save: +3 (+0 eff.) Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Emeladhevena EmeladhevenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +4 Str / +2 Wil / +6 Cun Changes damage: +21% mind Critical mult.: +5.00% Maximum hate: +4.00 Amulets make your neck look great! |
Layurasevena LayurasevenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Spell save: +3 (+2 eff.) Mental save: +9 (+3 eff.) Knockback immunity: +10% Rings make your fingers look great! |
copper ring 'Flashmaim' copper ring 'Flashmaim'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +2% physical / +11% temporal / +3% fire Changes damage: +14% temporal Rings make your fingers look great! |
Dawnream DawnreamPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Damage when hit (Melee): 2 arcane / 2 light Changes stats: +4 Dex / +5 Wil / +9 Cun Changes resistances penetration: +5% light / +5% arcane Changes damage: +6% arcane Silence immunity: +21% Mana each turn: +0.12 Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Beturassra the gold ring Beturassra the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +14% mind Changes damage: +29% mind Psi when hit: +0.04 Mindpower: +20 (+6 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Bokyrab the gold ringBokyrab the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 33 * 20% chance to reduce armor by 30% Changes resistances: +15% mind / +30% cold Changes damage: +15% cold Equilibrium when hit: +0.08 Maximum hate: +8.00 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
gold emerald ring gold emerald ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Damage when hit (Melee): 8 blight Changes stats: +5 Str / +7 Con Changes resistances: +30% acid / +3% nature / +3% all Changes resistances penetration: +10% cold Changes damage: +15% acid / +9% cold / +3% nature / +3% blight Disarm immunity: +26% Pinning immunity: +35% Knockback immunity: +32% Maximum life: +33.00 Rings make your fingers look great! |
gold emerald ring gold emerald ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Defense: +9 (+5 eff.) Changes stats: +1 Dex / +1 Mag / +3 Con Changes resistances: +3% all / +12% temporal Changes damage: +12% darkness / +12% temporal Reduces incoming crit damage: 5.00% Life regen: +11.00 Maximum life: +60.00 Light radius: +3 Movement speed: +15% Healing mod.: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Bolbum's Big Knocker (Nightmares) (64-77 power, 10 apr, physical element)Bolbum's Big Knocker (Nightmares) (64-77 power, 10 apr, physical element) Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+5 eff.) Spell crit. chance: +18% Curse of Nightmares It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level. yew vilestaff 'Flashpierce' (Shrouds) (20-24 power, 4 apr, darkness element)yew vilestaff 'Flashpierce' (Shrouds) (20-24 power, 4 apr, darkness 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: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +13 (+7 eff.) Changes stats: +4 Mag Changes resistances: +12% lightning / +3% physical / +5% arcane Changes resistances penetration: +15% blight / +10% fire / +10% arcane Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +15 (+6 eff.) Spell crit. chance: +3% Healing mod.: +5% Damage Shield penetration: +21% Damage Shield Power: +12% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
hateful iron battleaxe (Misfortune) (16-24 power, 1 apr) hateful iron battleaxe (Misfortune) (16-24 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living Curse of Misfortune Massive two-handed battleaxes. |
iron battleaxe (Shrouds) (14-20 power, 1 apr) iron battleaxe (Shrouds) (14-20 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
Yariharadir the Flamemortal (Madness) (32-49 power, 2 apr) Yariharadir the Flamemortal (Madness) (32-49 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Accuracy: +25 (+13 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Dex Changes resistances: +12% temporal Changes resistances penetration: +5% fire Changes damage: +3% fire Disarm immunity: +31% Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Massive two-handed battleaxes. |
Torylach (Misfortune) (28-43 power, 2 apr) Torylach (Misfortune) (28-43 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 temporal Damage (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 4 temporal Changes stats: +7 Con / +7 Wil Disarm immunity: +28% Maximum life: +34.00 Curse of Misfortune Massive two-handed mauls. |
Arcstrider the iron greatsword (Corpses) (16-25 power, 1 apr) Arcstrider the iron greatsword (Corpses) (16-25 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 darkness Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +4 acid Damage against: +7% Living When wielded/worn: Changes resistances: +3% acid Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword of shearing (Shrouds) (23-37 power, 2 apr)balanced steel greatsword of shearing (Shrouds) (23-37 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+9 eff.) Armour penetration: +13 Defense: +10 (+5 eff.) Changes resistances penetration: +12% all Disarm immunity: +38% Curse of Shrouds Massive two-handed swords. |
Daywind (Shrouds) (30-41 power, 17 apr) Daywind (Shrouds) (30-41 power, 17 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +17 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage Shield penetration (this weapon only): +14% Damage (Melee): +10 light Damage (radius 1) on hit: +8 light Damage against: +17% Undead When wielded/worn: Changes resistances penetration: +10% light Changes damage: +3% blight Critical mult.: +10.00% Damage Shield penetration: +30% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling stralite waraxe of phasing (Madness) (30-42 power, 14 apr)chilling stralite waraxe of phasing (Madness) (30-42 power, 14 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Damage (Melee): +10 cold Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming stralite waraxe of massacre (Shrouds) (38-54 power, 5 apr)flaming stralite waraxe of massacre (Shrouds) (38-54 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger of daylight (Misfortune) (18-23 power, 7 apr)warbringer's dwarven-steel dagger of daylight (Misfortune) (18-23 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +9 light Damage against: +5% Undead When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +1 Con Changes resistances penetration: +7% physical Disarm immunity: +20% Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Kinetic Focus (Madness) (6-7 power, 18 apr, physical damage)Kinetic Focus (Madness) (6-7 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Madness Kinetic energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. Polelranne the Flarebraze (Nightmares) (6-6 power, 18 apr, mind damage)Polelranne the Flarebraze (Nightmares) (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 61% * 9% chance to reduce armor by 30% Damage (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Cun Changes resistances: +5% mind / +12% fire Changes resistances penetration: +6% mind Changes damage: +4% mind Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Psi when hit: +0.90 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +9% Curse of Nightmares It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar of life (Nightmares) (5-6 power, 18 apr, mind damage)gifted vined mindstar of life (Nightmares) (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +20.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% 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. honing vined mindstar of balance (Nightmares) (6-7 power, 18 apr, nature damage)honing vined mindstar of balance (Nightmares) (6-7 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +3% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+0 eff.) Spell save: +5 (+3 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. thorny mindstar of storms (Misfortune) (8-8 power, 24 apr, nature damage)thorny mindstar of storms (Misfortune) (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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): 12 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +6% lightning Changes damage: +8% lightning Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative pulsing mindstar of nightfall (Misfortune) (14-15 power, 32 apr, mind damage)creative pulsing mindstar of nightfall (Misfortune) (14-15 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: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% darkness Changes resistances penetration: +11% darkness Changes damage: +8% darkness Talent mastery: +0.10 Cursed / Darkness Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Blindness immunity: +18% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. wrathful pulsing mindstar of gales (Corpses) (12-13 power, 32 apr, mind damage)wrathful pulsing mindstar of gales (Corpses) (12-13 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: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% 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: Defense: +21 (+11 eff.) Changes damage: +6% lightning / +8% cold / +4% physical Talent granted: +1 Attune Mindstar Pinning immunity: +25% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +8% 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. creative living mindstar of clarity (Misfortune) (16-18 power, 40 apr, nature damage)creative living mindstar of clarity (Misfortune) (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Mental save: +5 (+1 eff.) Maximum psi: +24.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of corruption (20/20, 32-39 power, 3 apr)pouch of dwarven-steel shots of corruption (20/20, 32-39 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 When this weapon hits: Curse of Defenselessness (20% chance level 3). Shots are used with slings to pummel your foes to death. |
Temporal Rift (Misfortune) (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (Misfortune) (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+8 eff.) Spellpower: +12 (+5 eff.) Slows Projectiles: +50% Curse of Misfortune Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of power (Shrouds) (0 def, 0 armour)ancient silk robe of power (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +13% all Changes resistances penetration: +9% temporal / +7% physical Changes damage: +16% temporal / +17% physical / +5% all Spellpower: +15 (+6 eff.) Reduces paradox anomalies(equivalent to willpower): +8 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. timebroken silk robe of power (Corpses) (0 def, 0 armour)timebroken silk robe of power (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +13% all Changes damage: +5% temporal / +9% arcane / +9% all Maximum mana: +55.00 Spellpower: +14 (+6 eff.) Spell crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. radiant reinforced leather armour of the deep (Shrouds) (12 def, 10 armour)radiant reinforced leather armour of the deep (Shrouds) (12 def, 10 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +20% blight / +8% cold / +10% darkness / +7% acid Allows you to breathe in: water Light radius: +1 Curse of Shrouds A suit of armour made of leather. |
impenetrable iron mail armour of cold resistance (Corpses) (2 def, 9 armour) impenetrable iron mail armour of cold resistance (Corpses) (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold Curse of Corpses A suit of armour made of mail. |
iron mail armour (Nightmares) (2 def, 4 armour) iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
Cystbane the dwarven-steel mail armour (Corpses) (3 def, 8 armour) Cystbane the dwarven-steel mail armour (Corpses) (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Changes resistances: +6% mind Changes resistances penetration: +20% mind / +15% nature Changes damage: +3% nature / +3% mind Life regen: +4.00 Maximum life: +139.00 Healing mod.: +15% Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of the deep (Nightmares) (3 def, 21 armour)impenetrable dwarven-steel mail armour of the deep (Nightmares) (3 def, 21 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +8% acid / +5% cold Allows you to breathe in: water Curse of Nightmares A suit of armour made of mail. |
Radianceire (Madness) (0 def, 7 armour) Radianceire (Madness) (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Damage when hit (Melee): 2 light Changes stats: +4 Cun Changes resistances: +6% physical Changes damage: +3% light Physical save: +11 (+2 eff.) Mental crit. chance: +1% Curse of Madness A suit of armour made of metal plates. |
Duskradiance the steel plate armour (Corpses) (0 def, 9 armour) Duskradiance the steel plate armour (Corpses) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +1 Wil Changes resistances: +10% blight / +16% cold / +25% darkness / +6% physical Physical save: +11 (+2 eff.) Light radius: +2 Curse of Corpses A suit of armour made of metal plates. |
Thalore-Wood Cuirass (Madness) (4 def, 12 armour) Thalore-Wood Cuirass (Madness) (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Madness Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Silara (Corpses) Silara (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Reduces incoming crit damage: 10.00% Spell save: +8 (+4 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +1.00 Size category: +1 Curse of Corpses A belt that goes around your waist. |
rough leather belt of life (Nightmares) rough leather belt of life (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +10% Curse of Nightmares A belt that goes around your waist. |
Wind's Whisper (Shrouds) (4 def, 0 armour) Wind's Whisper (Shrouds) (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Tuloregokhad (Corpses) (0 def, 5 armour) Tuloregokhad (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +6% acid Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Knockback immunity: +10% Infravision radius: +1 Healing mod.: +5% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm hardened leather gloves (Madness) (0 def, 2 armour) storm hardened leather gloves (Madness) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 lightning Changes resistances: +5% lightning Changes damage: +4% lightning 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. |
Gloves of the Firm Hand (Shrouds) (0 def, 8 armour) Gloves of the Firm Hand (Shrouds) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Spellhunt Remnants (Madness) (1 def, 2 armour) Spellhunt Remnants (Madness) (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Dagyderand the Duathelclash (Madness) (0 def, 2 armour) Dagyderand the Duathelclash (Madness) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +21 (+11 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 blight Changes stats: +3 Dex Changes resistances: +6% blight / +9% mind Changes resistances penetration: +5% darkness Changes damage: +5% blight / +3% mind / +3% darkness Physical save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +20% 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. |
linen wizard hat of darkness (+15%) (Madness) (1 def, 0 armour) linen wizard hat of darkness (+15%) (Madness) (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% darkness Changes damage: +10% darkness Curse of Madness A pointy cloth hat, very wizardly... |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
12 zircon 12 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. |
9 aquamarine 9 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. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 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. |
3 garnet 3 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. |
4 quartz 4 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus 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. |
616 alchemist agate 616 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. |
brass lantern 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. |
Emelarevea the Scaldmarrow Emelarevea the ScaldmarrowInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +9% mind / +3% all Changes resistances penetration: +15% fire Changes damage: +6% fire Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Light radius: +4 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of the zealotalchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +8 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang 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. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
iron pickaxe 'Mucusgash' (dig speed 38 turns) iron pickaxe 'Mucusgash' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 61% Changes stats: +1 Str / +1 Dex Changes resistances: +23% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 92% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) 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. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of stinging [power 116] (15 cooldown) piercing elm totem of stinging [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% 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. Coalquell [power 290] (15 cooldown)Coalquell [power 290] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 6 darkness Changes resistances penetration: +5% darkness / +15% acid It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (337 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Reduce fatigue by 49% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Porira the dragonbone wand of lightning storm [power 482] (15 cooldown) Porira the dragonbone wand of lightning storm [power 482] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +3% mind Confusion immunity: +20% Life regen: +4.00 Maximum life: +80.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 112 lightning damage and will be dazed for 1 turn (561 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery" 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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By MurMur the Ghoul Cursed level 28
10th Flare 123rd year of Ascendancy at 01:15 see stats
By MurMur the Ghoul Cursed level 14
73rd Dusk 122nd year of Ascendancy at 02:31 see stats
By MurMur the Ghoul Cursed level 25
45th Pyre 123rd year of Ascendancy at 23:57 see stats
By MurMur the Ghoul Cursed level 21
8th Allure 123rd year of Ascendancy at 00:37 see stats
By MurMur the Ghoul Cursed level 10
40th Dusk 122nd year of Ascendancy at 12:29 see stats
By MurMur the Ghoul Cursed level 20
1st Decay 122nd year of Ascendancy at 12:25 see stats
By MurMur the Ghoul Cursed level 30
4th Haze 123rd year of Ascendancy at 01:13 see stats
By MurMur the Ghoul Cursed level 31
30th Haze 123rd year of Ascendancy at 10:44 see stats
By MurMur the Ghoul Cursed level 28
10th Flare 123rd year of Ascendancy at 10:02 see stats
By MurMur the Ghoul Cursed level 6
2nd Flare 122nd year of Ascendancy at 07:21 see stats
By MurMur the Ghoul Cursed level 31
28th Haze 123rd year of Ascendancy at 09:46 see stats
By MurMur the Ghoul Cursed level 6
3rd Summertide 122nd year of Ascendancy at 07:44 see stats
By MurMur the Ghoul Cursed level 32
67th Regrowth 124th year of Ascendancy at 19:21 see stats
By MurMur the Ghoul Cursed level 21
8th Allure 123rd year of Ascendancy at 17:46 see stats
By MurMur the Ghoul Cursed level 15
10th Haze 122nd year of Ascendancy at 21:18 see stats
Log
MurMur is no longer rampaging.
Weakness Disease from Grand Corruptor hits MurMur for (121 absorbed), 0 blight (0 total damage).
Mindrot hits Grand Corruptor for 3 mind, 2 darkness (5 total damage).
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MurMur uses Retch.
MurMur VOMITS on the ground!
MurMur speeds up in the retch.
MurMur's purging blight area effect hits Grand Corruptor for 25 blight damage.
MurMur receives 73 healing from MurMur's purging blight area effect.
MurMur's purging blight area effect hits Grand Corruptor for 29 blight damage.
MurMur receives 42 healing from MurMur's purging blight area effect.
Grand Corruptor slows down.
Grand Corruptor casts Blood Boil.
MurMur is free from the weakness disease.
Your shield crumbles under the damage!
The shield around MurMur crumbles.
MurMur slows down.
Grand Corruptor hits MurMur for (145 absorbed), 146 blight (146 total damage).
Grand Corruptor receives 103 healing.
Grand Corruptor is lost in despair!
Mindrot hits Grand Corruptor for 2 mind, 1 darkness (3 total damage).
MurMur's purging blight area effect hits Grand Corruptor for 26 blight damage.
MurMur receives 18 healing from MurMur's purging blight area effect.
MurMur's purging blight area effect hits Grand Corruptor for 30 blight damage.
MurMur receives 11 healing from MurMur's purging blight area effect.
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Grand Corruptor is no longer being stalked by MurMur.
MurMur begins rampaging!