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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Items Vault 1.5.0Donators/Buyers bonus! Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 113 / 25% |
Size | big |
Lifes / Deaths | Killed by Corrupted Oozemancer at level 97 on the 24th Dusk 122nd year of Ascendancy at 10:42 3 / 5Killed by Glorith the anaconda at level 112 on the 64th Dusk 122nd year of Ascendancy at 05:06 Killed by Glorith the anaconda at level 112 on the 64th Dusk 122nd year of Ascendancy at 07:12 Killed by Lisoldana the snow giant at level 113 on the 64th Dusk 122nd year of Ascendancy at 08:43 Killed by Boden at level 113 on the 64th Dusk 122nd year of Ascendancy at 08:50 |
Primary Stats
Strength | 214 (base 90) |
Dexterity | 132 (base 39) |
Constitution | 193 (base 60) |
Magic | 48 (base 10) |
Willpower | 153 (base 96) |
Cunning | 98 (base 10) |
Resources
Life | 4957/4957 |
Hate | 129/129 |
Healing Factor | 2.5 |
Regeneration | 30.875 |
Speed
Mental | -12% |
Attack | -12% |
Movement | -54.666666666667% |
Spell | -12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 12 |
See Invisible | 24 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 658 |
Accuracy | 99 |
Crit Chance | 120% |
APR | 14 |
Speed | 1.02 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 69% |
Speed | 1.1363636363636 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 76% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Acid | +3% |
Blight | +29% |
Arcane | +41% |
Mind | +25% |
All | 0% |
Darkness | +78% |
Light | +33% |
Temporal | +24% |
Lightning | +19% |
Physical | +9% |
Fire | +12% |
Nature | +27% |
Offense: Damage Penetration
Arcane | +15% |
Acid | +15% |
Mind | +10% |
Darkness | +70% |
Defense: Base
Armour (hardiness) | 168.10318170897 (100%) |
Defense | 76 |
Ranged Defense | 81 |
Fatigue | 11 |
Physical Save | 116 |
Spell Save | 74 |
Mental Save | 105 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 66%( 70%) |
Physical | + 52%( 70%) |
Cold | + 45%( 70%) |
All | + 27%( 70%) |
Lightning | + 70%( 70%) |
Light | + 45%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 66%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 59% |
Poison Resistance | 60% |
Blind Resistance | 5% |
Silence Resistance | 100% |
Disarm Resistance | 89% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 879 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 245 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 11/5 |
| 8/5 |
| 10/5 |
| 5/5 |
Cursed / Rampage | 1.80 |
| 11/5 |
| 9/5 |
| 8/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 7/5 |
| 9/5 |
| 1/5 |
| 3/5 |
Cursed / Cursed form | 1.40 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 6/5 |
| 0/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 77% of the way to your next Rank. You have killed: 73 Uniques 47 Bosses 24 Elite Bosses 5 Veterans 26 Heroics 9 Legends 3 Destroyers 1 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 changed the iron acorn which now serves as a cruel reminder of your past and present. | 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 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: 26. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed red crystal shard. * You've found the needed xorn fragment. | active |
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 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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +11 Defense: +36 (+8 eff.) Ranged Defense: +18 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 12 darkness / 16 arcane Changes stats: +7 Str / +4 Dex / +9 Cun / +13 Con Changes resistances: +13% lightning / +15% temporal Changes damage: +6% physical Physical save: +23 (+4 eff.) Mental save: +25 (+4 eff.) Silence immunity: +100% Confusion immunity: +100% Stun/Freeze immunity: +95% Life regen: +4.90 Healing mod.: +30% Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 57.0 - 79.8 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +9.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back * Random elemental explosion * 25% chance to put talents on cooldown Damage (Ranged): +53 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 30 fire Changes stats: +10 Wil / +1 Cun / +2 Con Changes resistances: +13% blight / +10% fire / +28% darkness Changes resistances penetration: +15% darkness Changes damage: +15% light / +3% darkness Damage affinity(heal): +5% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +19.00% Mental save: +23 (+4 eff.) Maximum life: +79.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Mindpower: +21 (+4 eff.) Mental crit. chance: +24% Light radius: +6 Infravision radius: +6 See invisible: +24 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, 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: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 40.95 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 33% Changes stats: +15 Str / +10 Dex / +8 Mag / +8 Wil / +17 Con / +12 Lck Changes resistances: +15% lightning / +14% temporal Changes damage: +20% blight / +18% nature / +18% light / +20% arcane Physical save: +30 (+5 eff.) Mental save: +29 (+5 eff.) Spell crit. chance: +12% Mental crit. chance: +7% Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +12% all Reduce damage by fixed amount: +10 all Changes damage: +15% temporal / +0% all Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +42 (+7 eff.) Physical power: +15 (+2 eff.) Armour: +18 Effects on melee hit: * 20% chance to cause random gloom * 34% chance to inflict 15% damage reduction Damage (Melee): 25 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +19 Str / +30 Dex / +2 Wil / +35 Cun / +10 Con Changes resistances: +3% darkness Changes damage: +9% blight / +9% nature / +9% arcane Critical mult.: +10.00% Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +14.00 Healing mod.: +21% 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 43%. Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +40 (+6 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +29 Str / +3 Mag / +6 Wil / +10 Cun / +30 Con Changes resistances: +27% blight / +30% nature / +38% lightning Changes damage: +19% lightning / +9% mind Physical save: +18 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +30 (+5 eff.) Poison immunity: +60% Disease immunity: +60% Confusion immunity: +49% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spell crit. chance: +2% Infravision radius: +3 Curse of Corpses It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +36 Defense: +28 (+6 eff.) Effects on melee hit: * 22% chance to disease Changes stats: +6 Str / +6 Mag / +5 Wil / +7 Con Changes resistances: +13% cold / +14% fire Changes damage: +3% physical Reduced damage from: +35% Summoned Critical mult.: +3.00% Physical save: +65 (+10 eff.) Mental save: +12 (+2 eff.) Life regen: +0.20 Stamina each turn: +0.40 Mana each turn: +0.56 Maximum life: +120.00 Maximum mana: +59.00 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 139.5 - 209.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +26 lightning / +31 cold When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +55.0% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex Changes resistances: +6% acid / +12% temporal Changes resistances penetration: +15% acid Changes damage: +3% acid / +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Massive two-handed battleaxes. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Physical power: +34 (+5 eff.) Armour: +18 Armour Hardiness: +13% Damage (Melee): 14 mind Changes stats: +16 Str / +7 Dex / +5 Wil / +13 Cun / +17 Con Changes resistances: +9% mind / +10% physical Changes damage: +16% mind Talent mastery: +0.20 Technique / Grappling Disarm immunity: +49% Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Curse of Nightmares It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 13 light Changes stats: +5 Str / +9 Wil / +4 Con Changes resistances: +64% acid / +13% physical / +30% darkness / +14% blight / +9% fire / +12% cold / +12% lightning Changes resistances penetration: +10% mind Changes damage: +12% fire Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Mental save: +30 (+5 eff.) Disarm immunity: +40% Stun/Freeze immunity: +36% Knockback immunity: +30% Life regen: +3.00 Psi when hit: +0.08 Maximum life: +96.00 Light radius: +2 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +20 Curse of Madness A suit of armour made of metal plates. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +23 Defense: +49 (+10 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +8 Str / +4 Mag / +4 Wil / +7 Con Changes resistances: +9% lightning / +28% temporal / +93% darkness / +25% light / +21% fire / +9% mind / +3% physical Changes resistances penetration: +15% arcane / +55% darkness Changes damage: +12% arcane / +75% darkness Critical mult.: +30.00% Stealth bonus: +74 Physical save: +90 (+14 eff.) Spell save: +63 (+14 eff.) Mental save: +65 (+11 eff.) Blindness immunity: +5% Silence immunity: +15% Knockback immunity: +5% Maximum mana: +100.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +6% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +24% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -24% Changes stats: +17 Str / +28 Dex / +17 Mag / +8 Wil / +20 Cun / +26 Con Changes resistances: +28% mind / +9% darkness Physical save: +24 (+4 eff.) Spell save: +25 (+6 eff.) Mental save: +23 (+4 eff.) Confusion immunity: +42% Life regen: +2.60 Stamina each turn: +2.70 Mana each turn: +1.80 Spellpower on spell critical (stacks up to 3 times): +17 Maximum mana: +160.00 Light radius: +1 Infravision radius: +3 Movement speed: +20% Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 509 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 836 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 935 damage for 7 turns. 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 ability. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to disease * 15% chance to inflict 15% damage reduction Changes stats: +4 Dex / +3 Cun / +4 Con Changes resistances: +3% darkness Changes damage: +6% blight / +3% darkness Talent mastery: +0.15 Cursed / Predator Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +7 (+1 eff.) Armour: +17 Defense: +13 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Str / +2 Dex / +3 Wil / +4 Cun / +4 Con Changes resistances: +18% lightning / +18% darkness / +5% arcane / +17% light Changes resistances cap: +4% all Changes damage: +7% physical Physical save: +26 (+5 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +32% Confusion immunity: +16% Stun/Freeze immunity: +32% Life regen: +1.60 Maximum life: +50.00 Mindpower: +9 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Physical power: +27 (+4 eff.) Changes stats: +13 Str / +20 Dex / +7 Wil / +17 Cun / +16 Con Changes resistances: +40% cold Changes resistances penetration: +25% arcane Changes damage: +20% cold Reduces incoming crit damage: 15.00% Maximum mana: +60.00 Mindpower: +13 (+2 eff.) See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Armour: +18 Defense: +16 (+4 eff.) Damage when hit (Melee): 20 acid Changes stats: +9 Str / +8 Wil / +15 Cun Changes resistances: +36% lightning / +3% temporal / +6% light / +34% cold / +36% fire Changes resistances penetration: +20% light / +30% temporal Changes damage: +18% lightning / +3% temporal / +18% fire / +17% cold / +8% all Life regen: +1.30 Maximum life: +88.00 Spellpower: +16 (+6 eff.) Mindpower: +26 (+5 eff.) Healing mod.: +26% Curse of Shrouds Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +26 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +16 Str / +8 Dex / +8 Mag / +7 Wil / +8 Cun / +17 Con Changes resistances: +20% mind / +3% lightning Changes damage: +41% mind Mental save: +13 (+2 eff.) Confusion immunity: +40% Spellpower: +13 (+5 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Curse of Shrouds Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Silence immunity: +29% Mana each turn: +0.12 Curse of Corpses Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Physical power: +15 (+2 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 20 fire Changes stats: +8 Dex / +9 Wil / +8 Cun / +4 Con Changes resistances: +9% mind / +6% fire Changes damage: +3% blight / +9% fire / +6% mind Spell save: +18 (+5 eff.) Mental save: +28 (+5 eff.) Confusion immunity: +43% Maximum stamina: +28.00 Spellpower: +9 (+3 eff.) Mindpower: +13 (+2 eff.) Movement speed: +18% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, 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: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +89 insidious poison Burst (radius 1) on hit: +12 light When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +5 Con / +4 Wil Changes resistances penetration: +10% light / +13% physical Spell save: +20 (+5 eff.) Disarm immunity: +22% Mana each turn: +0.12 Light radius: +2 Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +8 arcane / +19 lightning Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances: +3% blight / +3% cold / +6% acid Mental save: +9 (+2 eff.) Poison immunity: +20% Disease immunity: +5% Mana each turn: +0.08 Curse of Madness Massive two-handed mauls. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 28% chance to cause random gloom * 14% chance to disease On weapon crit: * cripple the target Damage (Melee): +8 physical / +28 cold / +16 blight / +14 mind When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +12.0% Changes stats: +2 Str / +8 Wil / +6 Cun Changes resistances: +3% physical Disease immunity: +29% Maximum stamina: +10.00 Curse of Corpses Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 119.0 - 190.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% Damage (Melee): +4 darkness Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +38 (+6 eff.) Armour penetration: +34 Changes stats: +9 Dex / +2 Wil Changes resistances penetration: +25% mind / +33% physical Changes damage: +6% darkness / +19% physical Critical mult.: +10.00% Psi when hit: +0.08 Mental crit. chance: +3% Curse of Corpses Massive two-handed swords. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+2 eff.) Curse of Shrouds It can be used to activate talent Battle Call (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +25 cold / +16 darkness Damage against: +20% Living When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +11 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Dex / +7 Con Changes resistances: +6% darkness Changes resistances penetration: +15% acid / +13% physical Changes damage: +21% acid / +15% darkness Disarm immunity: +31% Curse of Misfortune Blunt and deadly. |
![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +11 Physical crit. chance: +7.0% Defense: +10 (+2 eff.) Changes resistances: +3% cold / +12% nature / +6% temporal Changes resistances penetration: +6% mind / +10% darkness Critical mult.: +11.00% Disarm immunity: +29% Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Light radius: +1 Curse of Shrouds Blunt and deadly. |
![]() stralite mace of nature (Shrouds) (38.5-53.9 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +13% nature Curse of Shrouds Blunt and deadly. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Curse of Nightmares Thermal energies are focussed in the core of this mindstar. |
![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 110% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% Curse of Misfortune This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() Sepsisswift the ash magestaff (Nightmares) (21-25.2 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 21.0 - 25.2 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 52% Damage (Melee): +12 fire When wielded/worn: Accuracy: +26 (+4 eff.) Physical crit. chance: +39.0% Physical power: +26 (+4 eff.) Defense: +16 (+4 eff.) Damage (Melee): 23 arcane / 7 % chance of confusion Damage when hit (Melee): 12 fire / 16 physical Changes stats: +2 Dex / +5 Con Changes resistances: +6% nature Changes damage: +21% lightning Talent granted: +1 Command Staff Critical mult.: +44.00% Reduces incoming crit damage: 19.00% Life regen: +1.10 Mana each turn: +0.42 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +51.00 Maximum stamina: +10.00 Spellpower: +83 (+26 eff.) Spell crit. chance: +11% Light radius: +2 Healing mod.: +18% Damage Shield penetration: +26% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater ash magestaff (Misfortune) (15-18 power, 3 apr, arcane 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 stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Spellpower: +11 (+4 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Ravenravager the steel waraxe (Madness) (31-43.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% On weapon hit: * 17% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Burst (radius 1) on hit: +12 darkness / +11 fire Burst (radius 2) on crit: +15 ice When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +8 Physical crit. chance: +18.0% Armour: +9 Defense: +9 (+2 eff.) Changes stats: +7 Dex Changes resistances penetration: +9% acid / +9% cold / +9% mind / +9% darkness Changes damage: +6% blight Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Disarm immunity: +30% Life regen: +1.20 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Light radius: +3 See invisible: +12 Damage Shield penetration: +20% Curse of Madness One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 66.5 - 93.1 Uses stats: 40% Wil, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 29 bleeding, 80% reduced healing Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +7 Str / +2 Con Changes damage: +3% mind / +15% physical Stamina when hit: +2.10 Maximum life: +20.00 Mindpower: +2 (+1 eff.) Curse of Madness One-handed war axes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +11 Defense: +11 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str / +5 Con Changes resistances: +8% acid / +18% fire / +19% cold / +38% lightning Changes damage: +6% lightning / +3% temporal Physical save: +24 (+4 eff.) Maximum life: +54.00 Size category: +1 Curse of Madness A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances penetration: +10% light Critical mult.: +10.00% Trap disarming bonus: +13 Stealth bonus: +10 Spell save: +10 (+3 eff.) Light radius: +3 Infravision radius: +5 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +10 Wil / +12 Mag Changes resistances: +5% arcane / +16% cold Changes resistances penetration: +5% arcane Spell save: +18 (+5 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.12 Maximum mana: +95.00 Spell crit. chance: +7% Damage Shield penetration: +30% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +28 Armour: +6 Defense: +25 (+6 eff.) Changes resistances: +2% physical / +25% fire / +9% darkness / +23% light Critical mult.: +50.00% Stealth bonus: +42 Physical save: +38 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +30 (+5 eff.) Blindness immunity: +10% Cut immunity: +10% Pinning immunity: +15% Only die when reaching: -100.00 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. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +6% mind / +12% cold Changes resistances penetration: +25% mind Changes damage: +15% mind Mental crit. chance: +5% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +1 Mag Changes resistances: +10% acid / +11% physical / +11% darkness / +11% fire / +11% mind / +12% cold Changes damage: +5% acid / +6% physical / +7% cold / +7% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+2 eff.) Spell save: +31 (+8 eff.) Mental save: +23 (+4 eff.) Disarm immunity: +25% Only die when reaching: -60.00 life The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of corrosion (+24%) (Misfortune) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +24% acid Changes damage: +16% acid Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes resistances: +6% nature / +9% light Changes resistances penetration: +10% light / +10% nature Changes damage: +3% light Stamina each turn: +0.50 Maximum stamina: +12.00 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Wil / +8 Con Changes resistances: +15% lightning / +9% fire Changes resistances penetration: +20% lightning / +7% physical Changes damage: +30% fire Mindpower: +5 (+1 eff.) Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Armour: +4 Defense: +16 (+4 eff.) Fatigue: +3% Changes resistances: +8% cold / +21% temporal / +18% darkness / +10% fire Changes resistances penetration: +14% darkness / +15% temporal Maximum stamina: +15.00 Spellpower: +5 (+2 eff.) Light radius: +3 Infravision radius: +2 Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +19% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, 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 Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 57 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +9 Cun / +17 Con Changes resistances penetration: +9% physical Changes damage: +6% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +15.00% Physical save: +43 (+7 eff.) Mental save: +44 (+7 eff.) Stamina each turn: +1.20 Hate when firing a critical mind attack: +1.00 Maximum stamina: +35.00 Maximum psi: +20.00 Spellpower: +5 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, 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 Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: -5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane / 12 mind Changes stats: +13 Str / +4 Mag / +4 Wil / +6 Cun / +20 Con Changes resistances: +7% arcane / +9% mind Changes resistances penetration: +10% mind Changes damage: +18% mind / +10% physical Maximum encumbrance: +48 Physical save: +34 (+6 eff.) Mental save: +24 (+4 eff.) Silence immunity: +46% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower: +6 (+2 eff.) Movement speed: +40% Size category: +1 Curse of Shrouds It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Spellpower: +3 (+1 eff.) 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Misfortune These gloves are coated with a thick, green liquid. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to corrode armour by 30% * 15% chance to blind Damage (Melee): 7 lightning / 14 darkness / 6 acid / 11 blight / 6 cold / 13 arcane / 6 fire Changes stats: +12 Wil / +9 Mag Changes resistances: +6% blight / +10% darkness / +6% arcane Changes resistances penetration: +5% light Changes damage: +6% blight / +8% darkness / +3% acid Life regen: +2.50 Stamina each turn: +1.10 Maximum stamina: +22.00 Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 6 temporal / 4 cold / 4 fire / 4 lightning Damage (Ranged): 6 temporal Changes stats: +3 Mag / +3 Wil / +2 Con Changes resistances: +5% arcane / +7% temporal Changes damage: +4% temporal Physical save: +13 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +23% Activating this item is instant. Curse of Misfortune It can be used to activate talent Juggernaut, 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 Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +16 Physical crit. chance: +8.0% Armour: +9 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex / +18 Wil / +20 Cun / +17 Lck Changes resistances: +15% acid / +15% lightning / +6% darkness / +6% mind / +29% blight / +15% cold / +6% nature / +14% fire Changes resistances penetration: +15% arcane Physical save: +25 (+4 eff.) Spell save: +30 (+7 eff.) Mental save: +30 (+5 eff.) Confusion immunity: +25% Teleport immunity: +10% Spell crit. chance: +7% Mental crit. chance: +8% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +4 Cun / +5 Wil Changes resistances: +19% acid / +11% mind / +3% nature Changes damage: +10% mind / +19% acid Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +10 (+2 eff.) Maximum psi: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Cun / +5 Wil Changes resistances: +18% acid Changes resistances penetration: +15% arcane Changes damage: +12% acid Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +34 (+7 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +6 Str / +7 Wil / +8 Cun / +6 Con Changes resistances: +15% acid / +21% darkness / +30% blight / +12% cold / +10% arcane / +3% mind Allows you to breathe in: water Critical mult.: +15.00% Spell save: +23 (+6 eff.) Mental save: +45 (+8 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum life: +155.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Light radius: +1 Curse of Corpses A suit of armour made of mail. |
![]() radiant stralite mail armour (Shrouds) (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +26% blight / +23% darkness Light radius: +2 Curse of Shrouds A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +54 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 nature / 20 ice Changes stats: +1 Dex / +10 Wil / +20 Con Changes resistances: +13% acid / +20% physical / +59% cold / +46% blight / +68% fire / +40% nature / +11% lightning Maximum wards: +6 lightning / +6 temporal / +5 blight / +6 fire / +6 cold Grants telepathy: Demon/Minor Demon/Major Talents granted: +5 Block +1 Ward Reduces incoming crit damage: 10.00% Physical save: +43 (+7 eff.) Maximum life: +110.00 Infravision radius: +2 Curse of Corpses Handheld deflection devices. |
![]() flaming stralite shield of purity (Nightmares) (10 def, 2 armour, 137.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 18 fire Changes resistances: +18% nature / +18% blight Talent granted: +4 Block Curse of Nightmares Handheld deflection devices. |
![]() sentry's quiver of dragonbone arrows of daylight (49/49, 70-98 power, 36 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +3.0% Capacity: 49 Turns elapse between self-loadings: 0 Damage (Ranged): +26 light Damage against: +45% Undead Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 light Changes stats: +1 Con Changes resistances: +6% blight / +18% cold / +3% light Changes damage: +3% light Mental save: +6 (+1 eff.) Life regen: +2.00 Light radius: +4 See stealth: +8 See invisible: +9 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +22 Wil / +11 Cun / +5 Con Changes resistances: +12% blight / +10% temporal / +9% cold Changes damage: +42% mind / +9% physical Physical save: +6 (+1 eff.) Mental save: +23 (+4 eff.) Blindness immunity: +50% Confusion immunity: +30% Stun/Freeze immunity: +10% Life regen: +6.10 Equilibrium when hit: +0.08 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum life: +72.00 Maximum stamina: +10.00 Mindpower: +24 (+4 eff.) Mental crit. chance: +28% Light radius: +0 Infravision radius: +7 See stealth: +20 See invisible: +22 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (185 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 arcane / 12 fire Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +10% physical Changes damage: +6% light / +3% arcane Damage affinity(heal): +5% light Critical mult.: +3.00% Life regen: +0.80 Light radius: +4 It can be used to activate talent Sun Flare, 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: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 40.95 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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, costing 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. |
![]() Powered 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), costing 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. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 10% chance to disease * 20% chance to corrode armour by 30% * 20% chance to cause random gloom * 10% chance to knock the target back Damage (Ranged): +12 acid / +15 blight / +23 physical Burst (radius 2) on crit: +8 blight / +12 acid Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 127 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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
By Boden the Cornac Cursed level 107
44th Dusk 122nd year of Ascendancy at 18:50 see stats
By Boden the Cornac Cursed level 61
7th Flare 122nd year of Ascendancy at 16:12 see stats
By Boden the Cornac Cursed level 91
23rd Dusk 122nd year of Ascendancy at 18:00 see stats
By Boden the Cornac Cursed level 67
8th Flare 122nd year of Ascendancy at 06:44 see stats
By Boden the Cornac Cursed level 36
2nd Summertide 122nd year of Ascendancy at 21:53 see stats
By Boden the Cornac Cursed level 107
44th Dusk 122nd year of Ascendancy at 19:56 see stats
By Boden the Cornac Cursed level 12
75th Pyre 122nd year of Ascendancy at 07:19 see stats
By Boden the Cornac Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Boden the Cornac Cursed level 20
1st Mirth 122nd year of Ascendancy at 16:42 see stats
By Boden the Cornac Cursed level 30
2nd Mirth 122nd year of Ascendancy at 18:40 see stats
By Boden the Cornac Cursed level 40
3rd Summertide 122nd year of Ascendancy at 06:43 see stats
By Boden the Cornac Cursed level 50
1st Flare 122nd year of Ascendancy at 03:31 see stats
By Boden the Cornac Cursed level 71
8th Flare 122nd year of Ascendancy at 14:11 see stats
By Boden the Cornac Cursed level 104
29th Dusk 122nd year of Ascendancy at 19:39 see stats
By Boden the Cornac Cursed level 54
1st Flare 122nd year of Ascendancy at 20:36 see stats
By Boden the Cornac Cursed level 46
3rd Summertide 122nd year of Ascendancy at 17:45 see stats
By Boden the Cornac Cursed level 33
2nd Summertide 122nd year of Ascendancy at 18:56 see stats
By Boden the Cornac Cursed level 113
64th Dusk 122nd year of Ascendancy at 08:50 see stats
By Boden the Cornac Cursed level 97
24th Dusk 122nd year of Ascendancy at 10:41 see stats
By Boden the Cornac Cursed level 100
28th Dusk 122nd year of Ascendancy at 22:01 see stats
By Boden the Cornac Cursed level 67
8th Flare 122nd year of Ascendancy at 06:46 see stats
By Boden the Cornac Cursed level 56
5th Flare 122nd year of Ascendancy at 10:56 see stats
By Boden the Cornac Cursed level 100
28th Dusk 122nd year of Ascendancy at 21:41 see stats
By Boden the Cornac Cursed level 56
6th Flare 122nd year of Ascendancy at 03:38 see stats
By Boden the Cornac Cursed level 39
3rd Summertide 122nd year of Ascendancy at 05:50 see stats
Log
Lisoldana the snow giant's spell attains critical power!
Shadow misses Boden.
Hymn of Detection hits Boden for (10 resist armour), 54 darkness (54 total damage).
Bleeding from Boden hits Lisoldana the snow giant for 0 physical damage.
The shield around skeleton master archer crumbles.
Lisoldana the snow giant uses Sunder Mind.
Lisoldana the snow giant's mind surges with critical power!
Boden's mental functions have been impaired.
Lisoldana the snow giant hits Boden for (10 resist armour), 167 mind (167 total damage).
Boden the level 113 cornac cursed was mindraped to death by Lisoldana the snow giant on level 2 of Zerulathatar.
You have 3 life(s) left.
Boden is free from the entropy.
Boden's armour is more intact.
Boden regains its senses.
Boden is no longer anchored.
Boden is no longer tethered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Lisoldana the snow giant killed Boden!
Talent Cursed Sentry is ready to use.
Talent Dominate is ready to use.
Talent Blindside is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
An elite foe has fallen to your hate! (+8 hate)
New Achievement: Take you with me (Uniques)!
Saving game...