Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 42 / 63% |
Size | medium |
Lifes / Deaths | Killed by The Dreaming One at level 13 on the 35th Dusk 122nd year of Ascendancy at 05:27 0 / 8Killed by Burb the snow giant champion at level 16 on the 57th Dusk 122nd year of Ascendancy at 21:27 Killed by Burb the snow giant champion at level 16 on the 57th Dusk 122nd year of Ascendancy at 23:13 Killed by Ivowen the faeros at level 16 on the 58th Dusk 122nd year of Ascendancy at 03:55 Killed by Zubywen the elven tempest at level 25 on the 5th Decay 122nd year of Ascendancy at 17:51 Killed by Shasshhiy'Kaish at level 39 on the 34th Dusk 123rd year of Ascendancy at 17:55 Killed by overpowered greater multi-hued wyrm at level 42 on the 71st Dusk 123rd year of Ascendancy at 10:08 Killed by overpowered greater multi-hued wyrm at level 42 on the 71st Dusk 123rd year of Ascendancy at 12:14 |
Primary Stats
Strength | 103 (base 60) |
Dexterity | 34 (base 10) |
Constitution | 29 (base 13) |
Magic | 17 (base 10) |
Willpower | 74 (base 60) |
Cunning | 68 (base 45) |
Resources
Life | -186/1173 |
Hate | 72/100 |
Stamina | 376/383 |
Healing Factor | 1.3423797349422 |
Regeneration | 41.949366716944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +65% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 160 |
Accuracy | 44 |
Crit Chance | 22% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +14% |
Light | +5% |
Temporal | +5% |
Blight | +19% |
Physical | +22% |
Cold | +8% |
All | +2% |
Offense: Damage Penetration
Lightning | +15% |
Light | +27% |
Temporal | +12% |
Blight | +20% |
Darkness | +13% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 63.723073231957 (96.438666929426%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 41 |
Physical Save | 44 |
Spell Save | 37 |
Mental Save | 45 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 56%( 70%) |
Physical | + 24%( 70%) |
Cold | + 26%( 70%) |
All | + 10%( 70%) |
Lightning | + 46%( 70%) |
Light | + 24%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 37%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 53%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 94% |
Confusion Resistance | 55% |
Fear Resistance | 45% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -784 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1691 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 345.37 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 157 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 0.90 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Vile life | 0.90 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the desperate necromancer from death by Cultist. Escort: desperate necromancer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the harried rogue to the recall portal on level 3 of Old Forest. Escort: harried rogue (level 3 of Old Forest)As a reward you gained talent category Cunning / Poisons (at mastery 0.90). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you gained talent category Corruption / Vile life (at mastery 0.90). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 3 of Dreadfell. Escort: stranded daemon-powered (level 3 of Dreadfell)As a reward you improved Strength by +8. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Ruins of Kor'Pul. Escort: unfocused psion (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 491. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within20 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Beravon (Nightmares) (0 def, 3 armour) Beravon (Nightmares) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Wil / +4 Mag Changes resistances: +19% darkness / +15% temporal Changes resistances penetration: +10% blight / +12% temporal / +13% darkness Vim when firing critical spell: +2.00 Spellpower: +25 (+9 eff.) Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +18% Curse of Nightmares A pair of boots made of leather. |
Light source | Blazesin BlazesinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +5 Con Changes resistances: +13% blight Changes resistances penetration: +27% light / +10% blight Changes damage: +3% light / +3% temporal Life regen: +15.00 Maximum life: +80.00 Light radius: +10 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | stabilizing dwarven-steel helm of the bounder (Madness) (0 def, 4 armour) stabilizing dwarven-steel helm of the bounder (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Str / +6 Dex Physical save: +13 (+5 eff.) Curse of Madness 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 559.5 Physical damage. If the attack hits, the target is confused (35% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | voratun gauntlets 'Blindpower' (Misfortune) (0 def, 3 armour) voratun gauntlets 'Blindpower' (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str Changes resistances: +9% darkness / +9% fire Spell save: +18 (+7 eff.) Light radius: +3 When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | cleansing elven-wood totem of healing [power 422] (5/15 cooldown) cleansing elven-wood totem of healing [power 422] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel onyx ring (Corpses) steel onyx ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Life regen: +7.00 Maximum life: +45.00 Healing mod.: +12% Curse of Corpses Rings make your fingers look great! |
On fingers | Wheel of Fate (Madness) Wheel of Fate (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +26 (+7 eff.) Armour: +4 Changes stats: +2 Dex Changes resistances: +18% acid / +17% blight / +23% fire / +26% lightning / +18% cold Changes damage: +17% blight / +6% nature Critical mult.: +20.00% Spellpower: +13 (+5 eff.) Mindpower: +11 (+3 eff.) Can be unequipped or rerolled. Curse of Madness It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | steel amulet 'Bokyrab' steel amulet 'Bokyrab'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning / +6% nature Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +49% Only die when reaching: -80.00 life Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
In main hand | stormbringer's voratun longsword of rage (Madness) (154% power, 6 apr) stormbringer's voratun longsword of rage (Madness) (154% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +14 lightning / +36 cold When wielded/worn: Accuracy: +21 (+7 eff.) Changes stats: +4 Str Changes resistances penetration: +15% lightning / +5% cold Changes damage: +8% physical Movement speed: +35% Curse of Madness Sharp, long, and deadly. |
Around waist | noble's rough leather belt of unlife (Madness) noble's rough leather belt of unlife (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +18% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
In off hand | Muckblast the stralite shield (Misfortune) (0 def, 8 armour, 158% power, 144 block) Muckblast the stralite shield (Misfortune) (0 def, 8 armour, 158% power, 144 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +144 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +8 nature Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +8 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +5 Str / +5 Dex Changes resistances: +22% acid Maximum wards: +5 lightning / +5 temporal / +5 darkness / +5 fire / +6 nature / +5 blight / +5 cold / +3 arcane / +4 light Changes damage: +6% nature / +6% cold Talents granted: +1 Ward +1 Block Curse of Misfortune Handheld deflection devices. |
Cloak | restorative elven-silk cloak of fog (Misfortune) (11 def, 0 armour) restorative elven-silk cloak of fog (Misfortune) (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+6 eff.) Changes resistances: +15% blight / +16% fire / +15% nature / +16% light Stealth bonus: +11 Life regen: +7.00 Healing mod.: +13% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (Corpses) (10 def, 20 armour) Borfast's Cage (Corpses) (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Corpses Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 17%; 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 17% 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 212; dur 4; cd 20) acid wave rune of the psychic (damage 212; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 211.96 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 277; dur 4; cd 17) biting gale rune of the warrior (damage 277; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 277.13 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. manasurge rune (regen 699% over 10 turns; mana 35; cd 17)manasurge rune (regen 699% over 10 turns; mana 35; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 699% for 10 turns (0 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the psychic (absorb 414; dur 6; cd 16) shielding rune of the psychic (absorb 414; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 65; blocks 8; dur 4; cd 16) stormshield rune of the warrior (threshold 65; blocks 8; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 8 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the titan (range 87; cd 16)teleportation rune of the titan (range 87; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns) Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 184 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
grounding gold amulet of the eclipse grounding gold amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 9 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 29% * 8% chance to blind Changes resistances: +14% lightning Changes damage: +8% light / +7% darkness Stun/Freeze immunity: +25% Amulets make your neck look great! |
stralite amulet 'Zeryruikath' stralite amulet 'Zeryruikath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +4 Physical crit. chance: +7.0% Armour: +6 Changes stats: +10 Dex Changes resistances: +4% physical Only die when reaching: -80.00 life Amulets make your neck look great! |
Bloomstar (Shrouds) Bloomstar (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +10 (+3 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 35 Damage (Melee): 23 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 35 Damage (Ranged): 23 physical Damage when hit (Melee): 6 nature Changes stats: +3 Dex / +7 Mag / +10 Cun Changes damage: +6% physical Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Cyrybrerin the Hazebraze (Misfortune) Cyrybrerin the Hazebraze (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +10 Str / +12 Mag / +3 Wil / +2 Cun / +7 Con Changes resistances penetration: +15% cold / +20% temporal Light radius: +2 See invisible: +6 Curse of Misfortune Rings make your fingers look great! |
Duskwish (Misfortune) Duskwish (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes resistances: +6% nature / +6% darkness / +27% mind Changes resistances penetration: +25% darkness Changes damage: +24% mind / +18% darkness Curse of Misfortune Rings make your fingers look great! |
Salann the steel ring (Misfortune) Salann the steel ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +25 (+12 eff.) Changes resistances: +12% acid / +26% light / +6% nature Changes damage: +13% light Blindness immunity: +20% Poison immunity: +20% Life regen: +4.00 Spellpower: +25 (+9 eff.) Curse of Misfortune Rings make your fingers look great! |
The Black Ring (Corpses) The Black Ring (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Corpses "An innocuous bauble. Until you look through the hole." |
Zubyselle the gold ring (Corpses) Zubyselle the gold ring (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +5 Mag / +10 Wil / +5 Cun Changes resistances: +5% arcane / +6% cold Knockback immunity: +10% Spellpower: +13 (+5 eff.) Mindpower: +17 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
copper ring (Nightmares) copper ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Nightmares Rings make your fingers look great! |
gold onyx ring (Nightmares) gold onyx ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 16 light Changes stats: +3 Str / +3 Dex / +7 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +15% light Curse of Nightmares Rings make your fingers look great! |
gold quartz ring (Corpses) gold quartz ring (Corpses)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Mag / +7 Cun Changes resistances: +11% nature / +11% blight Changes damage: +3% arcane Spell save: +12 (+5 eff.) Poison immunity: +20% Disease immunity: +16% Disarm immunity: +29% Pinning immunity: +31% Stun/Freeze immunity: +30% Knockback immunity: +32% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +37.00 Spellpower: +9 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
gold ring 'Belegama' (Madness) gold ring 'Belegama' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +5 (+3 eff.) Changes stats: +3 Str / +5 Con Critical mult.: +5.00% Stun/Freeze immunity: +32% Life regen: +4.00 Maximum hate: +2.00 Mental crit. chance: +3% Curse of Madness Rings make your fingers look great! |
marksman's gold ring of luminosity (Nightmares) marksman's gold ring of luminosity (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Damage (Melee): 17 light Damage (Ranged): 25 light Changes stats: +6 Dex / +3 Mag Changes damage: +10% light Curse of Nightmares Rings make your fingers look great! |
rogue's gold ring of sensing (Corpses) rogue's gold ring of sensing (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +24% Infravision radius: +4 See stealth: +7 See invisible: +9 Curse of Corpses Rings make your fingers look great! |
savage's gold ring of perseverance (Nightmares) savage's gold ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +11 (+5 eff.) Stun/Freeze immunity: +26% Life regen: +2.00 Maximum stamina: +22.00 Curse of Nightmares Rings make your fingers look great! |
solipsist's steel ring (Corpses) solipsist's steel ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
steel garnet ring (Misfortune) steel garnet ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Curse of Misfortune Rings make your fingers look great! |
steel ring of pilfering (Shrouds) steel ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +10 (+5 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ruby ring (Misfortune) stralite ruby ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +9 Mag / +4 Wil / +9 Cun / +4 Con Spellpower: +13 (+5 eff.) Curse of Misfortune Rings make your fingers look great! |
titan's copper ring (Misfortune) titan's copper ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
warrior's gold ring of clarity (Nightmares) warrior's gold ring of clarity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +8 (+3 eff.) Confusion immunity: +26% Curse of Nightmares Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. warrior's stralite ring of pilfering (Nightmares)warrior's stralite ring of pilfering (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +14 Armour: +12 Defense: +11 (+6 eff.) Changes stats: +6 Str Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 79% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
caustic voratun battleaxe of massacre (Nightmares) (181% power, 4 apr) caustic voratun battleaxe of massacre (Nightmares) (181% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +30 acid / +24 nature When wielded/worn: Armour penetration: +17 Changes resistances penetration: +14% acid / +14% nature Curse of Nightmares Massive two-handed battleaxes. |
quick voratun battleaxe of ruin (Madness) (171% power, 4 apr) quick voratun battleaxe of ruin (Madness) (171% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +28 (+10 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Changes stats: +10 Dex Critical mult.: +49.00% Combat speed: +10% Curse of Madness Massive two-handed battleaxes. |
Shantiz the Stormblade (Madness) (111% power, 20 apr) Shantiz the Stormblade (Madness) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex 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 Madness This surreal dagger crackles with the intensity of a vicious storm. |
Poltergeist's Tirakai's Maul (Madness) (180% power, 15 apr) Poltergeist's Tirakai's Maul (Madness) (180% power, 15 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +14.0% Attack speed: 100% Damage (radius 2) on crit: +60 flameshock When wielded/worn: Physical crit. chance: +5.0% Changes stats: +10 Dex / +10 Mag / +10 Cun Changes damage: +10% all / +20% fire Spell crit. chance: +5% Mental crit. chance: +5% Fire opal: Fire Curse of Madness It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level. resonating pulsing mindstar of resolve (Corpses) (107% power, 32 apr, mind damage)resonating pulsing mindstar of resolve (Corpses) (107% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +6% mind Talent granted: +1 Attune Mindstar Spell save: +7 (+3 eff.) Psi when hit: +0.90 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +9% 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. fungal reinforced leather sling of true flight (Shrouds)fungal reinforced leather sling of true flight (Shrouds) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Changes stats: +4 Con Talent mastery: +0.10 Wild-gift / Fungus Curse of Shrouds It can be used to regenerate 148 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. imbued yew magestaff of greater warding (Shrouds) (120% power, 4 apr, cold element)imbued yew magestaff of greater warding (Shrouds) (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x 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: Armour: +7 Defense: +9 (+5 eff.) Maximum wards: +3 cold Changes damage: +20% cold Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Talent on hit(spell): Manathrust (10% chance level 3). 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. potent elven-wood vilestaff (Madness) (132% power, 5 apr, acid element)potent elven-wood vilestaff (Madness) (132% power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 132% Range: 1.2x 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: Changes damage: +27% acid Talent granted: +1 Command Staff Spellpower: +16 (+6 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Malediction (Madness) (150% power, 15 apr) Malediction (Madness) (150% power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+8 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Madness The land withers and crumbles wherever this cursed axe rests. |
Viperobsidian (Nightmares) (150% power, 6 apr) Viperobsidian (Nightmares) (150% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +12 mind / +8 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 4 mind Changes resistances penetration: +15% mind / +15% acid Changes damage: +3% acid Psi when hit: +0.12 Mental crit. chance: +5% Curse of Nightmares One-handed war axes. |
stormbringer's voratun waraxe of amnesia (Misfortune) (152% power, 6 apr) stormbringer's voratun waraxe of amnesia (Misfortune) (152% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +31 lightning / +27 cold When wielded/worn: Changes resistances penetration: +17% lightning / +19% cold Movement speed: +27% Curse of Misfortune One-handed war axes. |
Mighty Girdle (Misfortune) 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. |
Brodyrath the Forestreaper (Shrouds) (8 def, 0 armour) Brodyrath the Forestreaper (Shrouds) (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% * 20% chance to reduce armor by 30% Changes resistances: +3% temporal Changes damage: +27% acid Physical save: +10 (+4 eff.) Stun/Freeze immunity: +10% Maximum life: +60.00 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. |
The Black Boots (Corpses) (2 def, 1 armour) The Black Boots (Corpses) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Corpses "It's a treacherous road to the top of the world." |
dreamer's pair of hardened leather boots of tirelessness (Misfortune) (0 def, 3 armour) dreamer's pair of hardened leather boots of tirelessness (Misfortune) (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Wil Physical save: +8 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +19.00 Curse of Misfortune A pair of boots made of leather. |
fleetfooted pair of dwarven-steel boots of strife (Madness) (8 def, 4 armour) fleetfooted pair of dwarven-steel boots of strife (Madness) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Fatigue: +3% Changes stats: +8 Dex / +4 Wil / +4 Con Changes resistances penetration: +7% physical Mindpower: +5 (+1 eff.) Curse of Madness It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Helm of Knowledge (Madness) (0 def, 12 armour) Helm of Knowledge (Madness) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. Curse of Madness It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Ivowen (Misfortune) (0 def, 3 armour) Ivowen (Misfortune) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +16% mind / +2% physical Changes damage: +9% blight / +3% physical Mental save: +15 (+5 eff.) Confusion immunity: +32% Mana when firing critical spell: +2.00 Maximum mana: +20.00 Maximum vim: +40.00 Curse of Misfortune A cap made of leather. |
Shockmonster (Madness) (7 def, 3 armour) Shockmonster (Madness) (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +4.0% Armour: +3 Defense: +7 (+4 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +5 Cun / +11 Lck Changes resistances: +13% darkness / +9% mind Changes damage: +6% lightning / +6% mind Spell crit. chance: +3% Mental crit. chance: +4% Infravision radius: +4 Curse of Madness A cap made of leather. |
The Face of Fear (Corpses) (8 def, 0 armour) The Face of Fear (Corpses) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) Curse of Corpses It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.87 mind and 18.87 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.59 mind and 4.59 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.32 mind and 7.32 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Unlightvein (Nightmares) (0 def, 3 armour) Unlightvein (Nightmares) (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% chance to reduce damage dealt by 29% Changes stats: +4 Str Changes resistances: +6% darkness / +18% fire Blindness immunity: +10% Cut immunity: +10% Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of madness (Misfortune) (2 def, 0 armour)aegis cashmere wizard hat of madness (Misfortune) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Wil Mental save: +14 (+5 eff.) Life regen: +2.60 Mental crit. chance: +6% Damage Shield Power: +9% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 151 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour (Shrouds) (17 def, 7 armour)marauder's reinforced leather armour (Shrouds) (17 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+9 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +7 (+3 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Galindur the Flarebringer (Shrouds) (0 def, 6 armour, 134% power, 86 block)Galindur the Flarebringer (Shrouds) (0 def, 6 armour, 134% power, 86 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +36% lightning / +30% fire / +6% darkness / +9% light Changes resistances penetration: +15% fire Changes damage: +12% fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Sparkstoker the dwarven-steel shield (Nightmares) (0 def, 6 armour, 133% power, 82 block)Sparkstoker the dwarven-steel shield (Nightmares) (0 def, 6 armour, 133% power, 82 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 fire Changes resistances: +27% lightning / +16% physical / +9% temporal / +9% fire Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Coalzephyr the quiver of elven-wood arrows (22/22, 156% power, 20 apr)Coalzephyr the quiver of elven-wood arrows (22/22, 156% power, 20 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 156% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 20% chance to reduce damage dealt by 29% * 20% chance to knock the target back 3 spaces and deal 238 physical damage Travel speed: +200% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +38 physical / +16 darkness When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
78 alchemist agate 78 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe (dig speed 29 turns) dwarven-steel pickaxe (dig speed 29 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern of the moons dwarven lantern of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% light Changes damage: +10% darkness Damage affinity(heal): +5% darkness Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 113.87 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +10% light Damage affinity(heal): +5% light Blindness immunity: +26% Confusion immunity: +15% Light radius: +12 See stealth: +10 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 67% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 305.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Shadowhunter [power 250] (5/15 cooldown) Shadowhunter [power 250] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes damage: +6% nature / +21% darkness Light radius: +3 It can be used to blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 65. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
blazebringer's elven-wood longbow of piercing (Nightmares) blazebringer's elven-wood longbow of piercing (Nightmares)Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 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 (radius 2) on crit: +80 fire When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +15 Changes resistances penetration: +17% fire / +17% all Global speed: +6% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Achievements
By fuckyour'radish the Cornac Cursed level 35
1st Mirth 123rd year of Ascendancy at 09:09 see stats
By fuckyour'radish the Cornac Cursed level 38
31st Dusk 123rd year of Ascendancy at 07:43 see stats
By fuckyour'radish the Cornac Cursed level 36
2nd Mirth 123rd year of Ascendancy at 13:55 see stats
By fuckyour'radish the Cornac Cursed level 42
67th Dusk 123rd year of Ascendancy at 14:50 see stats
By fuckyour'radish the Cornac Cursed level 42
71st Dusk 123rd year of Ascendancy at 10:01 see stats
By fuckyour'radish the Cornac Cursed level 41
65th Dusk 123rd year of Ascendancy at 00:09 see stats
By fuckyour'radish the Cornac Cursed level 14
46th Dusk 122nd year of Ascendancy at 11:10 see stats
By fuckyour'radish the Cornac Cursed level 38
17th Dusk 123rd year of Ascendancy at 08:43 see stats
By fuckyour'radish the Cornac Cursed level 21
71st Dusk 122nd year of Ascendancy at 03:44 see stats
By fuckyour'radish the Cornac Cursed level 40
35th Dusk 123rd year of Ascendancy at 20:10 see stats
By fuckyour'radish the Cornac Cursed level 37
8th Flare 123rd year of Ascendancy at 11:10 see stats
By fuckyour'radish the Cornac Cursed level 39
35th Dusk 123rd year of Ascendancy at 17:14 see stats
By fuckyour'radish the Cornac Cursed level 21
14th Haze 122nd year of Ascendancy at 14:07 see stats
By fuckyour'radish the Cornac Cursed level 28
3rd Allure 123rd year of Ascendancy at 23:46 see stats
By fuckyour'radish the Cornac Cursed level 26
6th Decay 122nd year of Ascendancy at 03:07 see stats
By fuckyour'radish the Cornac Cursed level 33
66th Pyre 123rd year of Ascendancy at 18:12 see stats
By fuckyour'radish the Cornac Cursed level 30
21st Regrowth 123rd year of Ascendancy at 11:44 see stats
By fuckyour'radish the Cornac Cursed level 10
1st Mirth 122nd year of Ascendancy at 14:30 see stats
By fuckyour'radish the Cornac Cursed level 20
61st Dusk 122nd year of Ascendancy at 05:00 see stats
By fuckyour'radish the Cornac Cursed level 30
8th Regrowth 123rd year of Ascendancy at 11:29 see stats
By fuckyour'radish the Cornac Cursed level 40
35th Dusk 123rd year of Ascendancy at 17:23 see stats
By fuckyour'radish the Cornac Cursed level 22
29th Haze 122nd year of Ascendancy at 18:10 see stats
By fuckyour'radish the Cornac Cursed level 27
8th Decay 122nd year of Ascendancy at 01:02 see stats
By fuckyour'radish the Cornac Cursed level 31
26th Pyre 123rd year of Ascendancy at 09:18 see stats
By fuckyour'radish the Cornac Cursed level 40
62nd Dusk 123rd year of Ascendancy at 00:15 see stats
By fuckyour'radish the Cornac Cursed level 14
46th Dusk 122nd year of Ascendancy at 11:10 see stats
By fuckyour'radish the Cornac Cursed level 7
77th Pyre 122nd year of Ascendancy at 20:58 see stats
By fuckyour'radish the Cornac Cursed level 31
57th Regrowth 123rd year of Ascendancy at 10:20 see stats
By fuckyour'radish the Cornac Cursed level 14
43rd Dusk 122nd year of Ascendancy at 06:31 see stats
By fuckyour'radish the Cornac Cursed level 26
6th Decay 122nd year of Ascendancy at 16:33 see stats
By fuckyour'radish the Cornac Cursed level 19
60th Dusk 122nd year of Ascendancy at 23:58 see stats
By fuckyour'radish the Cornac Cursed level 36
2nd Mirth 123rd year of Ascendancy at 04:11 see stats
By fuckyour'radish the Cornac Cursed level 32
40th Pyre 123rd year of Ascendancy at 14:31 see stats
Log
Overpowered greater multi-hued wyrm's physical bleed area effect hits fuckyour'radish for (3 rampage shugs off), 61 physical, 2 mind, 4 darkness (67 total damage).
Overpowered greater multi-hued wyrm's physical bleed area effect hits Overpowered greater multi-hued wyrm for 42 physical damage.
Overpowered greater multi-hued wyrm's physical bleed area effect hits Overpowered greater multi-hued wyrm for 9 physical damage.
Overpowered greater multi-hued wyrm's physical bleed area effect hits Overpowered greater multi-hued wyrm for 45 physical damage.
Overpowered greater multi-hued wyrm hits fuckyour'radish for 6 darkness, 7 mind (13 total damage).
Overpowered greater multi-hued wyrm hits fuckyour'radish for 4 mind damage.
The air around Fuckyour'radish grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Overpowered greater multi-hued wyrm breathes acid!
Overpowered greater multi-hued wyrm hits Terror for 549 acid damage.
Overpowered greater multi-hued wyrm hits Terror for 549 acid damage.
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 229 acid damage.
Overpowered greater multi-hued wyrm hits Terror for 549 acid damage.
You pickup 0.48 gold pieces.
Terror misses Overpowered greater multi-hued wyrm.
Overpowered greater multi-hued wyrm uses Devouring Flame.
Fuckyour'radish has shrugged off 74 damage and is ready for more.
Fuckyour'radish's mania hastens cooldowns.
Overpowered greater multi-hued wyrm moves reluctantly!
Talent Dominate is ready to use.
Talent Reckless Charge is ready to use.
fuckyour'radish damages himself through Martyrdom!
Poison from Overpowered greater multi-hued wyrm hits fuckyour'radish for (74 rampage shugs off), 85 nature (85 total damage).
Bleeding from Overpowered greater multi-hued wyrm hits fuckyour'radish for 16 physical damage.
Mindrot hits Overpowered greater multi-hued wyrm for 5 mind, 10 darkness (16 total damage).
Mindrot hits Overpowered greater multi-hued wyrm for 5 mind, 6 darkness (11 total damage).
Overpowered greater multi-hued wyrm hits fuckyour'radish for 0 mind damage.
Burning from Overpowered greater multi-hued wyrm hits fuckyour'radish for 55 fire damage.
fuckyour'radish the level 42 cornac cursed was mentally tortured to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.
Overpowered greater multi-hued wyrm is no longer being stalked by fuckyour'radish.