















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 34 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Silinne the bandit at level 17 on the 29th Profit 122nd year of Ascendancy at 17:29 1 / 5Killed by Mayuvea the black crystal at level 18 on the 30th Profit 122nd year of Ascendancy at 12:03 Killed by Emulerin the rogue at level 25 on the 22nd Dearth 122nd year of Ascendancy at 18:44 Killed by Olyvor's Inner Demon at level 32 on the 45th Steel 123rd year of Ascendancy at 17:03 Killed by Xaneretta the orc master wyrmic at level 34 on the 20th Stralite 123rd year of Ascendancy at 11:51 |
Primary Stats
| Strength | 45.170224963639 (base 12) |
| Dexterity | 49.340449927278 (base 12) |
| Constitution | 34 (base 12) |
| Magic | 35.170224963639 (base 14) |
| Willpower | 95.505190069545 (base 60) |
| Cunning | 99.514052928478 (base 60) |
Resources
| Hate | 52/104 |
| Equilibrium | 52 |
| Life | 1503/1503 |
| Paradox | 300 |
| Psi | 166/166 |
| Healing Factor | 1.2260330403834 |
| Regeneration | 202.46709538869 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 44.790269131208 |
| See Invisible | 58.790269131208 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 41 |
| Crit Chance | 46% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 88 |
| Accuracy | 41 |
| Crit Chance | 47% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +21% |
| Light | +7% |
| Darkness | +4% |
| Mind | +25% |
| Lightning | +5% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +78% |
| Lightning | +16% |
Defense: Base
| Armour (hardiness) | 55.551211628464 (73.607947236566%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 27 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 18%( 74%) |
| Cold | + 14%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 26%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 94% |
| Fear Resistance | 45% |
| Poison Resistance | 35% |
| Blind Resistance | 55% |
| Silence Resistance | 10% |
| Bleed Resistance | 35% |
| Disarm Resistance | 48% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 713 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 148 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 852 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Psionic / Psychic Assault | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Psiblades |
| talent | Mitosis |
| talent | Charged Shield |
| talent | Reality Smearing |
| talent | Savage Hunter |
| talent | Elemental Harmony |
| talent | Gloom |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -3 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 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 63 mind and 52 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 100 Mind damage, and deal 83 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% 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 | A flow of life spins around the target, regenerating 142.54 life per turn. Regeneration |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+30% chance to avoid traps). Power 2+: -2 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Zubadhelaith the giant venus flytrap. Escort: temporal explorer (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 39. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
| Psionic focus | Glamisemira the dwarven-steel battleaxe (Madness) (46-68 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.5 - 68.2 Uses stat: 72% Wil Damage type: Physical 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 (Melee): +16 darkness / +4 mind Damage against: +16% Living When wielded/worn: Physical crit. chance: +12.0% Changes stats: +3 Dex / +3 Mag / +3 Cun Curse of Madness Massive two-handed battleaxes. |
| Quiver | Quiver of Domination (20/20, 24-34 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 50% Wil, 36% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| On hands | Starhack (Nightmares) (0 def, 10 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +10 Damage (Melee): 14 light Damage when hit (Melee): 6 light Changes stats: +3 Str Changes resistances: +9% light / +2% physical Changes resistances penetration: +20% mind Changes damage: +7% light Critical mult.: +20.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Earathel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +12% fire Changes resistances penetration: +25% mind Spell save: +6 (+2 eff.) Maximum life: +100.00 Light radius: +6 Healing mod.: +10% 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. |
| On head | Betarelle (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +16 Dex Changes resistances: +13% blight / +36% darkness / +3% acid Changes damage: +9% mind Critical mult.: +5.00% Spell save: +15 (+5 eff.) Mental save: +11 (+3 eff.) Silence immunity: +10% Maximum hate: +4.00 Infravision radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. Curse of Corpses It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Hostir (Madness) (20 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Defense: +20 (+7 eff.) Changes resistances: +8% lightning / +8% temporal / +6% blight Stun/Freeze immunity: +20% Maximum life: +60.00 Curse of Madness A pair of boots made of leather. |
| Tool | overpowered dragonbone totem of thorny skin [power 152] (29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 152 and armour hardiness by 70% Activation puts all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ce'Narimina the BlastjamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +7 Dex / +2 Wil / +5 Cun / +4 Con Changes resistances penetration: +10% lightning Stun/Freeze immunity: +21% Life regen: +4.00 See invisible: +6 Rings make your fingers look great! |
| On fingers | steel ring 'Shockreek'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +6% lightning Changes damage: +21% acid Mental save: +6 (+1 eff.) Disarm immunity: +26% Confusion immunity: +26% Pinning immunity: +22% Knockback immunity: +28% Maximum life: +23.00 Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
| Around neck | TorchwarInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% mind / +3% fire Changes damage: +3% fire Critical mult.: +20.00% Physical save: +10 (+3 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +20% Confusion immunity: +26% Life regen: +6.00 Maximum life: +36.00 Maximum mana: +40.00 Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
| In main hand | Aribretta (Corpses) (4-5 power, 26 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: 4.5 - 5.0 Uses stats: 79% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 3 mind / 5 darkness Changes resistances: +3% darkness Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Physical save: +17 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.30 Only die when reaching: -60.00 life Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Healing mod.: +5% 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. |
| Around waist | Rope Belt of the Thaloren (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | creative pulsing mindstar of resolve (Misfortune) (12-13 power, 46 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: 79% Wil, 47% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +46 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +5 Wil Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Spell save: +5 (+2 eff.) Mindpower: +13 (+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. |
| Cloak | Glymiwen the Noonwaker (Madness) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +3 Con Physical save: +8 (+2 eff.) Knockback immunity: +20% Only die when reaching: -80.00 life Maximum life: +52.00 Light radius: +2 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Fogstreak' (Misfortune) (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 68% * 20% chance to reduce damage dealt by 31% Changes resistances: +11% acid / +8% physical / +3% darkness / +10% lightning / +11% cold / +7% mind / +9% fire Changes damage: +9% nature Talent cooldown: Rush (-5 turns) Mental save: +15 (+4 eff.) Disarm immunity: +22% Stun/Freeze immunity: +20% Knockback immunity: +28% Life regen: +4.00 Maximum life: +33.00 Healing mod.: +13% Curse of Misfortune A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 20%; 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 20% 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. |
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (speed 799%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 799% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 15; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level.Yvurin the Glowjustice Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 39 Changes stats: +14 Lck / +4 Wil Changes resistances: +9% light Changes resistances penetration: +5% mind / +10% light Changes damage: +3% light / +3% mind Blindness immunity: +28% Infravision radius: +6 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
clarifying copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
clarifying steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% mind Confusion immunity: +26% Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
BlazebileInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +15% light / +5% mind Equilibrium when hit: +0.12 Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
CyrumilleInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +4 Wil / +6 Con Changes resistances: +9% darkness Maximum encumbrance: +20 Physical save: +12 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Glaciervice Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning / 10 fire / 6 cold Changes stats: +3 Con Changes resistances: +21% cold Changes resistances penetration: +10% cold Changes damage: +12% lightning Spell save: +15 (+5 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
Muckwild the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +11 Wil Changes resistances: +6% cold / +3% nature / +5% arcane Mental save: +13 (+3 eff.) Pinning immunity: +20% Rings make your fingers look great! |
VelisedaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Defense: +20 (+7 eff.) Damage when hit (Melee): 10 acid Changes stats: +4 Str Changes resistances: +9% acid / +28% fire / +5% physical Changes damage: +14% fire Only die when reaching: -60.00 life Rings make your fingers look great! |
gold ring 'Gleamrain'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes resistances: +12% mind Changes resistances penetration: +15% fire / +15% light / +10% mind Changes damage: +12% light / +15% mind Disarm immunity: +33% Pinning immunity: +38% Knockback immunity: +32% Maximum life: +36.00 Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
savior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Hazewitch (Nightmares) (32-49 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Damage (Melee): +20 cold When wielded/worn: Changes stats: +2 Mag / +6 Wil / +5 Cun Infravision radius: +3 See invisible: +6 Curse of Nightmares Massive two-handed battleaxes. |
Stormfront (Shrouds) (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Shrouds The blade glows faintly blue, and reflects a sky full of stormy clouds. |
enhanced iron battleaxe of crippling (Nightmares) (15-22 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +7 Cun / +6 Con Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Arirerig the Plagueorder (Shrouds) (16-20 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +13 darkness Damage (radius 2) on crit: +12 light Damage against: +8% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +2 Cun Changes resistances: +6% nature Changes damage: +30% nature Light radius: +3 Curse of Shrouds Sharp, short and deadly. |
Shantiz the Stormblade (Nightmares) (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.Silena the dwarven-steel dagger (Nightmares) (21-27 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 When wielded/worn: Changes resistances: +12% light / +2% physical Reduces incoming crit damage: 15.00% Blindness immunity: +20% Cut immunity: +20% Confusion immunity: +20% Healing mod.: +20% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Oakwish the dwarven-steel greatmaul (Madness) (41-62 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +12 cold Damage (radius 2) on crit: +16 nature When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +14 (+5 eff.) Changes damage: +12% nature / +15% cold Disarm immunity: +53% Psi when hit: +0.20 Maximum psi: +20.00 Mindpower: +15 (+4 eff.) Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul 'Haladunaneg' (Nightmares) (56-83 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +6% blight Critical mult.: +20.00% Vim when firing critical spell: +1.00 Maximum hate: +10.00 Spellpower: +10 (+5 eff.) Mental crit. chance: +4% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.enhanced dwarven-steel greatmaul (Madness) (43-64 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +7 Dex / +7 Mag / +6 Wil / +7 Cun / +12 Con Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Cobrawill the steel greatsword (Misfortune) (28-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 68% * 21% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +16 blight Damage (radius 1) on hit: +20 cold When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes resistances: +9% temporal / +3% mind / +12% nature Stun/Freeze immunity: +10% Life regen: +4.00 Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Forestoblivion the dwarven-steel greatsword (Madness) (44-71 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.5 - 71.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 68% * 26% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +10 blight / +20 physical Damage (radius 2) on crit: +12 physical When wielded/worn: Maximum stamina: +30.00 Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elemental stralite greatsword of evisceration (Misfortune) (50-79 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 51 fire damage (1/turn) On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +19 (+6 eff.) Changes resistances penetration: +13% fire Changes damage: +17% fire Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite greatsword of amnesia (Corpses) (48-78 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 17 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +19 blight When wielded/worn: Disease immunity: +25% Curse of Corpses Massive two-handed swords. |
plaguebringer's voratun greatsword of vileness (Shrouds) (64-102 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 37% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +28 blight When wielded/worn: Disease immunity: +14% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.enhanced elven-wood longbow of lightning (Madness) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +18 lightning When wielded/worn: Changes stats: +8 Str / +11 Dex / +11 Mag / +11 Wil / +9 Cun / +11 Con Changes damage: +24% lightning Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow 'Relgylarain' (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +8 Dex / +4 Mag / +6 Cun / +2 Con Changes resistances penetration: +25% acid / +11% physical See invisible: +6 Curse of Madness Longbows are used to shoot arrows at your foes. |
elemental dwarven-steel mace of corruption (Madness) (28-38 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * Create an explosion dealing 51 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +11% fire Changes damage: +14% fire Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace 'Woerupture' (Shrouds) (12-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Defense: +30 (+10 eff.) Changes stats: +4 Dex / +3 Con Changes resistances penetration: +25% darkness / +7% physical Disarm immunity: +16% Only die when reaching: -60.00 life Curse of Shrouds Blunt and deadly. |
Fuliharasin (Nightmares) (18-20 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 14% chance to slow global speed by 68% * 17% chance to reduce armor by 27% When wielded/worn: Defense: +26 (+9 eff.) Changes stats: +2 Wil Changes resistances: +6% nature / +1% physical Changes resistances penetration: +6% nature Changes damage: +10% lightning / +10% physical / +8% cold / +6% nature / +9% arcane Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Pinning immunity: +24% Maximum vim: +10.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Islidheda (Madness) (4-5 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +12 blight When wielded/worn: Changes stats: +4 Cun / +2 Con Changes damage: +12% physical Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Stamina each turn: +3.00 Only die when reaching: -40.00 life Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (Misfortune) (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: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. |
mossy mindstar 'Emelomira' (Corpses) (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +5 Dex / +3 Cun / +2 Con Changes resistances: +5% arcane Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Emelaminne (Shrouds) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce armor by 27% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +6 Cun / +2 Wil Changes damage: +12% acid Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+2 eff.) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hardened leather sling 'Halisin' (Corpses) Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 8.0 - 8.8 Uses stat: Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% When wielded/worn: Armour: +6 Ammo reloads per turn: +4 Changes stats: +3 Dex Changes resistances: +12% acid / +9% lightning / +10% cold / +13% fire / +6% all Spell save: +7 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Emeluleth the ash vilestaff (Nightmares) (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 stat: 80% Mag 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: +15% mind Changes resistances penetration: +40% mind / +15% arcane Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +11% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Fulygen the Lustrestone (Misfortune) (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid / +6% fire / +21% light / +15% arcane Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Spellpower: +26 (+12 eff.) Spell crit. chance: +7% Light radius: +3 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Glacierjeer the yew magestaff (Madness) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 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: Accuracy: +15 (+5 eff.) Physical crit. chance: +3.0% Defense: +25 (+9 eff.) Changes resistances penetration: +20% mind / +15% cold Changes damage: +20% fire Talent granted: +1 Command Staff Stamina each turn: +2.00 Mana each turn: +0.23 Only die when reaching: -60.00 life Maximum mana: +47.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Guwyn the Noonworth (Shrouds) (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Crafted by a master 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: Changes resistances penetration: +15% light / +25% mind Changes damage: +9% light / +20% temporal Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+4 eff.) Spell crit. chance: +13% Mindpower: +30 (+7 eff.) Mental crit. chance: +4% 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.blighted ash magestaff of illumination (Shrouds) (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Changes damage: +15% cold Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +16.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +8% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 80.48 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal elven-wood vilestaff of protection (Shrouds) (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +12% blight Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +16 (+8 eff.) Spell crit. chance: +4% Damage Shield penetration: +14% Damage Shield Power: +10% 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.infernal elven-wood starstaff (Misfortune) (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +16 (+8 eff.) Spell crit. chance: +4% See invisible: +12 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff 'Chamodil' (Nightmares) (20-24 power, 4 apr, light 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: Changes resistances: +15% temporal Changes resistances penetration: +15% blight / +25% temporal Changes damage: +20% light / +9% acid Talent granted: +1 Command Staff Mana each turn: +0.16 Mana when firing critical spell: +2.00 Maximum mana: +69.00 Spellpower: +34 (+14 eff.) Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced deep-steel trident of phasing (Corpses) (26-41 power, 22 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +19% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+4 eff.) Disarm immunity: +32% Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Coalriver (Nightmares) (35-49 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 nature / +8 darkness When wielded/worn: Accuracy: +13 (+4 eff.) Damage when hit (Melee): 8 darkness Changes stats: +8 Str / +11 Dex / +7 Mag / +8 Wil / +9 Cun / +7 Con Changes resistances: +5% arcane Changes resistances penetration: +15% darkness Changes damage: +6% arcane Combat speed: +10% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel waraxe of shearing (Corpses) (22-31 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +6% Living When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Changes resistances penetration: +6% all Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel waraxe of evisceration (Madness) (22-30 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +11% physical Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Fulimadar the hardened leather belt (Madness) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun / +2 Con Changes resistances: +9% blight / +8% fire / +11% cold Critical mult.: +20.00% Mental save: +9 (+2 eff.) Mental crit. chance: +2% Infravision radius: +2 See invisible: +15 Curse of Madness A belt that goes around your waist. |
Huramachik the Healtitan (Madness)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 68% Maximum encumbrance: +26 Mental save: +9 (+2 eff.) Maximum psi: +20.00 Spellpower: +2 (+1 eff.) Mindpower: +30 (+7 eff.) Curse of Madness It can be used to create a temporary shield that absorbs 287 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level.Flashmoon (Misfortune) (2 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +18% fire / +25% cold Changes resistances penetration: +10% fire Maximum psi: +50.00 Mindpower: +25 (+6 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. |
thick linen cloak of implacability (Shrouds) (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +13% cold Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Only die when reaching: -50.00 life Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Evermoss Robe (Misfortune) (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Misfortune This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
This item will automatically be transmogrified when you leave the level.Robe of the Archmage (Corpses) (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+7 eff.) Light radius: +1 Curse of Corpses A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Singestalker' (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +19% blight / +18% fire / +5% arcane / +11% all Changes resistances penetration: +15% light / +20% fire Changes damage: +19% blight / +15% fire / +6% arcane Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven cashmere robe of life (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Mag / +6 Wil Changes resistances: +8% lightning / +7% cold / +7% blight / +11% all Changes damage: +7% lightning / +7% physical / +14% cold Life regen: +2.40 Maximum life: +54.00 Healing mod.: +16% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belynor the Woeobeisance (Shrouds) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 4 darkness Silence immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Infravision radius: +2 Curse of Shrouds A pair of boots made of leather. |
Eden's Guile (Corpses) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (Nightmares) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 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 Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.insulating pair of dwarven-steel boots of tirelessness (Nightmares) (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: +8% fire / +6% cold Stamina each turn: +0.60 Maximum stamina: +18.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots 'Eriraruintir' (Corpses) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +4 Cun / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +25% temporal Changes damage: +3% arcane / +12% temporal Physical save: +12 (+4 eff.) Mental save: +16 (+4 eff.) Stamina each turn: +1.30 Maximum life: +43.00 Maximum stamina: +12.00 Movement speed: +10% 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. |
undeterred pair of iron boots of speed (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +24% Stun/Freeze immunity: +22% Movement speed: +25% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Nugamira the Woebringer (Misfortune) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 31% Damage (Melee): 11 temporal Damage (Ranged): 10 temporal Damage when hit (Melee): 4 blight Changes resistances: +7% temporal Changes resistances penetration: +15% arcane Changes damage: +7% temporal Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+10 eff.) Damage Shield penetration: +30% 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.Cyralaith (Shrouds) (30 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Defense: +30 (+10 eff.) Changes stats: +4 Dex / +4 Con Changes resistances: +9% acid / +6% nature / +6% blight Mental save: +6 (+1 eff.) Light radius: +3 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. |
brawler's drakeskin leather gloves of dexterity (+2) (Corpses) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 Changes stats: +2 Str / +7 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves 'Strikewire' (Misfortune) (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Damage when hit (Melee): 8 mind Changes resistances: +6% mind / +15% lightning Changes resistances penetration: +25% mind / +25% lightning Changes damage: +6% mind Mental save: +10 (+2 eff.) Maximum life: +64.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of dexterity (+3) (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +3 Dex 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. |
Brodegund (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) Spell save: +18 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -40.00 life Curse of Misfortune A pointy cloth hat, very wizardly... |
Emelle the dwarven-steel helm (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +7 Physical power: +30 (+10 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +5 Mag Changes resistances: +17% cold Allows you to breathe in: water Infravision radius: +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Growthstinger the hardened leather cap (Misfortune) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 nature Changes stats: +1 Str / +4 Dex / +5 Cun Changes resistances: +6% light Changes damage: +12% nature Light radius: +2 Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Zanadar (Corpses) (10 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Fatigue: +4% Changes stats: +7 Dex Changes resistances: +6% blight / +1% physical / +5% arcane / +3% light Mental save: +15 (+4 eff.) Disarm immunity: +20% Maximum life: +60.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of strength (+9) (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Str Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 339.8 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather cap of sanctity (Nightmares) (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% blight / +8% cold / +7% darkness / +8% fire Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Activating this item is instant. Curse of Nightmares It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.miner's hardened leather cap of sanctity (Misfortune) (0 def, 4 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% blight / +7% darkness Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Infravision radius: +3 Activating this item is instant. Curse of Misfortune It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
rough leather cap 'Berahad' (Madness) (29 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Defense: +29 (+10 eff.) Fatigue: +1% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Spellpower: +10 (+5 eff.) Damage Shield penetration: +20% Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Freezeguile the steel mail armour (Shrouds) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +18% acid / +21% cold / +12% blight Changes damage: +9% cold Blindness immunity: +20% Poison immunity: +20% Knockback immunity: +20% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic stralite mail armour of delving (Madness) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +7% physical / +23% darkness / +14% light Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Balancenigh the hardened leather armour (Madness) (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+10 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +4 Str Changes resistances: +22% acid / +9% lightning Changes resistances penetration: +20% nature Changes damage: +9% physical Physical save: +6 (+2 eff.) Stamina each turn: +3.00 Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Kilnvault the hardened leather armour (Shrouds) (16 def, 12 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +16 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 4 fire / 8 cold Changes stats: +6 Dex / +2 Wil / +6 Cun Changes resistances: +30% fire Changes resistances penetration: +10% fire Mental save: +9 (+2 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour of lightning resistance (Nightmares) (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +22% lightning / +16% light / +14% darkness Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant reinforced leather armour of cold resistance (Madness) (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +16% blight / +21% cold / +19% darkness Light radius: +2 Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Galonarivon the Cinderquill (Nightmares) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 4 fire Changes stats: +4 Wil Changes resistances: +27% fire Changes resistances penetration: +15% mind Changes damage: +6% nature / +12% mind Life regen: +5.60 Stamina each turn: +1.70 Mindpower: +25 (+6 eff.) Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel shield 'Neruwe' (Nightmares) (0 def, 4 armour, 41 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +5 Dex / +4 Wil / +2 Cun / +4 Con Changes resistances: +14% mind Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of elven-wood arrows of crippling (17/17, 44-62 power, 14 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 266 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +32 physical Arrows are used with bows to pierce your foes to death. |
104 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
8 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. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots 'Cinderbrawn' (20/20, 30-37 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 17 * Create an explosion dealing 60 fire damage (1/turn) Damage (Ranged): +20 arcane Damage (radius 1) on hit: +8 blight / +16 fire Damage (radius 2) on crit: +12 blight / +16 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Daybile [power 42] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 6 light Changes resistances: +9% acid / +9% temporal / +5% arcane Changes damage: +27% light It can be used to harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Islowen the elm totem of stinging [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +1 Wil Critical mult.: +20.00% Mental save: +3 (+1 eff.) Only die when reaching: -80.00 life It can be used to sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Smearsaw the elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Wil / +4 Cun Changes resistances: +6% lightning Changes resistances penetration: +10% nature Changes damage: +3% nature It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 223 Base Damage: 107 Armor: 0 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Barirarek the yew wand of shielding [power 260] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind Mana when firing critical spell: +2.00 Damage Shield penetration: +30% It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Heal for 51. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.ash wand of lightning storm 'Poryldatta' [power 218] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +30 (+10 eff.) Poison immunity: +20% Silence immunity: +20% Life regen: +4.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (228 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% 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. |
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. |
3 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. |
2 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
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Olyvor the Dwarf Adventurer level 26
44th Dearth 122nd year of Ascendancy at 02:01 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Olyvor the Dwarf Adventurer level 32
6th Gold 123rd year of Ascendancy at 08:04 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Olyvor the Dwarf Adventurer level 33
15th Gold 123rd year of Ascendancy at 21:41 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun.By Olyvor the Dwarf Adventurer level 28
25th Shortage 122nd year of Ascendancy at 19:28 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Olyvor the Dwarf Adventurer level 24
4th Dearth 122nd year of Ascendancy at 16:56 see stats
Fast Curse Dispel (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Olyvor the Dwarf Adventurer level 32
6th Gold 123rd year of Ascendancy at 08:04 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Olyvor the Dwarf Adventurer level 33
17th Gold 123rd year of Ascendancy at 16:44 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Olyvor the Dwarf Adventurer level 32
1st Gold 123rd year of Ascendancy at 20:50 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Olyvor the Dwarf Adventurer level 10
12nd Profit 122nd year of Ascendancy at 04:06 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Olyvor the Dwarf Adventurer level 20
34th Profit 122nd year of Ascendancy at 16:26 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Olyvor the Dwarf Adventurer level 30
41st Steel 123rd year of Ascendancy at 02:04 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Olyvor the Dwarf Adventurer level 25
23rd Dearth 122nd year of Ascendancy at 00:39 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Olyvor the Dwarf Adventurer level 33
17th Gold 123rd year of Ascendancy at 17:34 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Olyvor the Dwarf Adventurer level 23
30th Wealth 122nd year of Ascendancy at 17:52 see stats
Squadmate (Madness (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Olyvor the Dwarf Adventurer level 8
19th Voratun 122nd year of Ascendancy at 23:05 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Olyvor the Dwarf Adventurer level 25
21st Dearth 122nd year of Ascendancy at 23:39 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Olyvor the Dwarf Adventurer level 8
3rd Acquisition 122nd year of Ascendancy at 15:39 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Olyvor the Dwarf Adventurer level 20
8th Wealth 122nd year of Ascendancy at 06:33 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Olyvor the Dwarf Adventurer level 26
44th Dearth 122nd year of Ascendancy at 20:09 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Olyvor the Dwarf Adventurer level 24
6th Dearth 122nd year of Ascendancy at 19:01 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Olyvor the Dwarf Adventurer level 8
26th Voratun 122nd year of Ascendancy at 02:32 see stats
Log
Olyvor uses Infusion: Regeneration.
Olyvor starts regenerating health quickly.
Talent One with Nature is ready to use.
Olyvor uses One with Nature.
Olyvor stops regenerating health quickly.
Olyvor uses Infusion: Regeneration.
Olyvor starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Olyvor stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Olyvor uses Infusion: Regeneration.
Olyvor starts regenerating health quickly.
Olyvor stops regenerating health quickly.
Olyvor uses Infusion: Regeneration.
Olyvor starts regenerating health quickly.
Talent One with Nature is ready to use.
Olyvor uses One with Nature.
Talent Infusion: Regeneration is ready to use.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.

































































































































































