Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 18 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Lycra thr Tight at level 17 on the 30th Haze 122nd year of Ascendancy at 15:17 4 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 38) |
| Dexterity | 20 (base 10) |
| Constitution | 47 (base 30) |
| Magic | 15 (base 10) |
| Willpower | 44 (base 28) |
| Cunning | 17 (base 10) |
Resources
| Life | 552/672 |
| Hate | 74/100 |
| Equilibrium | 0 |
| Healing Factor | 1.024158933814 |
| Regeneration | 1.8946940275559 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +37.026151458651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 47 |
| Crit Chance | 8% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.3 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.19 (73.452380952381%) |
| Defense | 10.7 |
| Ranged Defense | 12.7 |
| Fatigue | 21 |
| Physical Save | 39.2375 |
| Spell Save | 30.7125 |
| Mental Save | 37.0625 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Pinning Resistance | 45% |
| Confusion Resistance | 36% |
| Fear Resistance | 44% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -2 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within | active |
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 | traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Corpses) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 Curse of Corpses A pair of boots made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +46.00 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Corpses) Steel Helm of Garkul (0 def, 6 armour) (Corpses)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
| On fingers | gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +4 Con Rings can have magical properties. |
| Around waist | Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Shrouds 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. |
| In main hand | voratun battleaxe 'Blazewreath' (58.5-87.75 power, 4 apr) (Madness) voratun battleaxe 'Blazewreath' (58.5-87.75 power, 4 apr) (Madness)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 34% chance to daze Damage (Melee): +17 mind Burst (radius 2) on crit: +8 fire When wielded/worn: Armour penetration: +14 Changes stats: +3 Str / +5 Dex / +3 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances: +3% darkness / +3% temporal Changes resistances penetration: +12% lightning / +17% physical Changes damage: +10% physical Spell save: +10 Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
| On hands | steady rough leather gloves of strength (+2) (0 def, 1 armour) (Shrouds) steady rough leather gloves of strength (+2) (0 def, 1 armour) (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +5 Armour: +1 Changes stats: +2 Str Physical save: +6 Mental save: +6 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Yvildatta (3 def, 8 armour) (Madness) Yvildatta (3 def, 8 armour) (Madness)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes damage: +6% acid Life regen: +1.60 Maximum life: +70.00 Healing mod.: +15% Curse of Madness A suit of armour made of mail. |
| Cloak | regal linen cloak (1 def, 0 armour) (Shrouds) regal linen cloak (1 def, 0 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +6 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. |
| Around neck | stabilizing steel amulet of dexterity (+2) stabilizing steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +13% temporal Pinning immunity: +25% Knockback immunity: +24% Amulets can have magical properties. |
Inventory
regeneration infusion of the psychic (heal 220 over 5 turns) regeneration infusion of the psychic (heal 220 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Willpower 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. |
sun infusion of the titan (rad 7; power 77; turns 4; dispells darkness) sun infusion of the titan (rad 7; power 77; turns 4; dispells darkness)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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 77) for 4 turns. Its effects scale with your Constitution 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. |
wild infusion of the psychic (resist 21%; cure mental) wild infusion of the psychic (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 4 turns. Its effects scale with your Willpower 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. |
wild infusion of the sneak (resist 11%; cure magical, physical) wild infusion of the sneak (resist 11%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (39 cold damage; 20 apply power)biting gale rune (39 cold damage; 20 apply power) 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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 39.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect 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 ability. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Scaldravage the gold ring Scaldravage the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +28% cold Changes resistances penetration: +10% temporal Changes damage: +14% cold Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +26% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
psionicist's copper ring of clarity psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +10 Confusion immunity: +20% Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +9 Defense: +8 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +25.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe (21.5-32.25 power, 2 apr) (Shrouds)balanced steel battleaxe (21.5-32.25 power, 2 apr) (Shrouds) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Defense: +9 Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of erosion (19.5-29.25 power, 2 apr) (Madness)balanced steel battleaxe of erosion (19.5-29.25 power, 2 apr) (Madness) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature / +10 temporal When wielded/worn: Accuracy: +7 Defense: +9 Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's steel battleaxe of massacre (28.5-42.75 power, 2 apr) (Nightmares)warbringer's steel battleaxe of massacre (28.5-42.75 power, 2 apr) (Nightmares) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +7 Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +15% Curse of Nightmares Massive two-handed battleaxes. |
stralite greatmaul 'Veloba' (56.5-84.75 power, 3 apr) (Nightmares) stralite greatmaul 'Veloba' (56.5-84.75 power, 3 apr) (Nightmares)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 darkness / +4 mind Damage against: +13% Living When wielded/worn: Changes resistances: +12% mind Hate when firing a critical mind attack: +1.00 Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel greatsword of massacre (33.5-53.6 power, 2 apr) (Corpses)blazebringer's steel greatsword of massacre (33.5-53.6 power, 2 apr) (Corpses) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +10 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +2% Curse of Corpses Massive two-handed swords. |
Adyra (30-42 power, 4 apr) (Corpses) Adyra (30-42 power, 4 apr) (Corpses)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes stats: +2 Str Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of daylight (15.5-21.7 power, 3 apr) (Shrouds)balanced steel longsword of daylight (15.5-21.7 power, 3 apr) (Shrouds) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +6 light Damage against: +12% Undead When wielded/worn: Accuracy: +8 Defense: +7 Curse of Shrouds Sharp, long, and deadly. |
dwarven-steel longsword 'Yvutta' (23-32.2 power, 4 apr) (Misfortune) dwarven-steel longsword 'Yvutta' (23-32.2 power, 4 apr) (Misfortune)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 blight / +10 temporal / +8 nature When wielded/worn: Accuracy: +8 Physical power: +8 Defense: +7 Changes stats: +2 Con Changes resistances penetration: +8% physical Changes damage: +6% blight Disarm immunity: +16% Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Maximum vim: +20.00 Curse of Misfortune Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) (Misfortune) Crooked Club (25-35 power, 4 apr) (Misfortune)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Elulrawe the dwarven-steel mace (26.5-37.1 power, 4 apr) (Shrouds) Elulrawe the dwarven-steel mace (26.5-37.1 power, 4 apr) (Shrouds)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances penetration: +5% acid Changes damage: +6% arcane Curse of Shrouds It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
dwarven-steel mace of erosion (27.5-38.5 power, 4 apr) (Madness) dwarven-steel mace of erosion (27.5-38.5 power, 4 apr) (Madness)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +5 nature / +7 temporal Curse of Madness Blunt and deadly. |
warbringer's steel mace of the leech (12-16.8 power, 3 apr) (Shrouds) warbringer's steel mace of the leech (12-16.8 power, 3 apr) (Shrouds)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% * leeches stamina from the target When wielded/worn: Physical power: +6 Damage when hit (Melee): 6 nature slow Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +12% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (4-4.4 power, 18 apr, nature damage) (Misfortune)vined mindstar (4-4.4 power, 18 apr, nature damage) (Misfortune) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eldoral Last Resort (Shrouds) Eldoral Last Resort (Shrouds)Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) Curse of Shrouds A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
This item will automatically be transmogrified when you leave the level. cured leather sling (Nightmares)cured leather sling (Nightmares) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. earthen ash magestaff (15-18 power, 3 apr, arcane element) (Shrouds)earthen ash magestaff (15-18 power, 3 apr, arcane element) (Shrouds) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +3% Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +3 Spellpower: +6 Spell crit. chance: +2% 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. shimmering ash vilestaff of fate (15-18 power, 3 apr, fire element) (Misfortune)shimmering ash vilestaff of fate (15-18 power, 3 apr, fire element) (Misfortune) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +5 Spell save: +6 Mental save: +6 Mana each turn: +0.12 Maximum mana: +36.00 Spellpower: +6 Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Ebonysage' (18.5-25.9 power, 4 apr) (Corpses) dwarven-steel waraxe 'Ebonysage' (18.5-25.9 power, 4 apr) (Corpses)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random insanity On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +8 darkness When wielded/worn: Changes resistances: +6% mind Curse of Corpses One-handed war axes. |
blurring rough leather belt of the giants (Shrouds) blurring rough leather belt of the giants (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Defense: +8 Stealth bonus: +6 Spell save: +6 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
hardened leather belt 'Flashspire' (Shrouds) hardened leather belt 'Flashspire' (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +8% fire / +3% light / +8% cold Stamina each turn: +0.40 Curse of Shrouds A belt that goes around your waist. |
Radianceprophet the elven-silk cloak (3 def, 0 armour) (Nightmares) Radianceprophet the elven-silk cloak (3 def, 0 armour) (Nightmares)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 lightning / 4 light Changes stats: +3 Str / +1 Dex / +2 Mag / +2 Wil / +6 Con Changes resistances: +22% darkness / +21% temporal Changes damage: +3% lightning Talent mastery: +0.30 Technique / Combat training Spell save: -27 Stamina each turn: +0.30 Mana each turn: -0.26 Defense after a teleport: +20 Resist all after a teleport: +15% New effects duration reduction after a teleport: +18% Curse of Nightmares It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) (Shrouds) resilient linen cloak of Iron Throne (1 def, 0 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Maximum life: +30.00 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. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of fire (+16%) (0 def, 0 armour) (Nightmares)slimy woollen robe of fire (+16%) (0 def, 0 armour) (Nightmares) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn Changes resistances: +16% fire Changes damage: +11% fire Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brodydemnir (0 def, 3 armour) (Shrouds) Brodydemnir (0 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str Physical save: +10 Life regen: +0.20 Stamina each turn: +0.70 Maximum stamina: +25.00 Curse of Shrouds A pair of boots made of leather. |
Grinethad (4 def, 3 armour) (Shrouds) Grinethad (4 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Defense: +4 Ranged Defense: +4 Fatigue: +3% Changes stats: +3 Str Healing mod.: +5% Curse of Shrouds A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) (Misfortune) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +2 Fatigue: +1% Infravision radius: +1 Curse of Misfortune A pair of boots made of leather. |
pair of dwarven-steel boots 'Isleba' (5 def, 4 armour) (Shrouds) pair of dwarven-steel boots 'Isleba' (5 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +5 Fatigue: +3% Changes resistances: +3% acid Changes resistances penetration: +20% mind Changes damage: +6% acid Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) (Shrouds) Flamewrought (0 def, 2 armour) (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 Curse of Shrouds It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (1 def, 2 armour) (Corpses) Spellhunt Remnants (1 def, 2 armour) (Corpses)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% Curse of Corpses It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
scouring iron gauntlets (0 def, 1 armour) (Misfortune) scouring iron gauntlets (0 def, 1 armour) (Misfortune)Requires: - Talent Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 16% chance to reduce powers by 20% * 15 arcane resource burn Spell save: +9 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Ce'Nith the Sulfurmortal (0 def, 6 armour) (Madness)Ce'Nith the Sulfurmortal (0 def, 6 armour) (Madness) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% light / +3% nature Changes damage: +9% nature Infravision radius: +3 Curse of Madness A cap made of leather. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour) (Nightmares) rejuvenating steel mail armour of acid resistance (2 def, 6 armour) (Nightmares)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +15% acid Life regen: +3.20 Stamina each turn: +0.70 Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of clarity (2 def, 6 armour) (Nightmares)steel mail armour of clarity (2 def, 6 armour) (Nightmares) Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +6% mind Mental save: +10 Curse of Nightmares A suit of armour made of mail. |
Grinirab the Charsaw (10 def, 6 armour) (Shrouds) Grinirab the Charsaw (10 def, 6 armour) (Shrouds)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +6 Defense: +10 Fatigue: +8% Changes resistances: +3% acid Changes damage: +9% fire Cut immunity: +10% Stamina each turn: +0.70 Chance to avoid any damage: +5% Curse of Shrouds It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
cured leather armour 'Shockrigor' (2 def, 4 armour) (Nightmares) cured leather armour 'Shockrigor' (2 def, 4 armour) (Nightmares)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 6 light Changes stats: +2 Dex / +3 Wil / +2 Cun Changes resistances: +13% blight / +12% darkness Changes damage: +6% lightning Light radius: +1 Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (2 def, 4 armour) (Nightmares)cured leather armour of cold resistance (2 def, 4 armour) (Nightmares) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +15% cold Curse of Nightmares A suit of armour made of leather. |
Bleakwild the dwarven-steel plate armour (5 def, 11 armour) (Corpses) Bleakwild the dwarven-steel plate armour (5 def, 11 armour) (Corpses)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +16% blight / +15% darkness / +5% arcane Changes damage: +12% darkness Light radius: +2 Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Bregudunabers (5 def, 11 armour) (Madness)Bregudunabers (5 def, 11 armour) (Madness) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +2 Physical power: +10 Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +15% cold Stamina each turn: +0.20 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic steel plate armour (4 def, 9 armour) (Misfortune)prismatic steel plate armour (4 def, 9 armour) (Misfortune) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +11% light / +12% darkness Curse of Misfortune A suit of armour made of metal plates. |
spiked steel plate armour of resilience (4 def, 9 armour) (Madness) spiked steel plate armour of resilience (4 def, 9 armour) (Madness)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when hit (Melee): 10 physical Maximum life: +21.00 Curse of Madness A suit of armour made of metal plates. |
steel plate armour 'Arthuthel' (4 def, 9 armour) (Madness) steel plate armour 'Arthuthel' (4 def, 9 armour) (Madness)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when hit (Melee): 12 physical Changes resistances: +1% physical Confusion immunity: +10% Curse of Madness A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) (Shrouds) Coral Spray (8 def, 8 armour, 48 block) (Shrouds)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 37 block) (Misfortune)steel shield (6 def, 2 armour, 37 block) (Misfortune) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 38 block) (Shrouds)steel shield (6 def, 2 armour, 38 block) (Shrouds) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Curse of Shrouds Handheld deflection devices. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. TularomibersTularomibers Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Changes resistances: +8% cold / +7% temporal Blindness immunity: +10% Light radius: +3 Defense after a teleport: +13 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
garnet 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% Gems can be sold for money or used in arcane rituals. |
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, 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. |
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), 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. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots (17/17, 20.5-24.6 power, 2 apr)pouch of steel shots (17/17, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 Shots are used with slings to pummel your foes to death. |
hateful steel torque of thermal psionic shield [power 45] (20 cooldown) hateful steel torque of thermal psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
quick elm totem of cure ailments [power 1] (8 cooldown) quick elm totem of cure ailments [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 8 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded ash totem of thorny skin [power 27] (20 cooldown) warded ash totem of thorny skin [power 27] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +1 acid / +2 nature / +2 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Lycra thr Tight the Cornac Cursed level 15
19th Dusk 122nd year of Ascendancy at 13:19 see stats
Level 10
Got a character to level 10.By Lycra thr Tight the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 15:06 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lycra thr Tight the Cornac Cursed level 16
5th Haze 122nd year of Ascendancy at 22:37 see stats
The Arena
Unlocked Arena mode.By Lycra thr Tight the Cornac Cursed level 7
3rd Mirth 122nd year of Ascendancy at 23:13 see stats
Log
Lycra thr Tight receives 13 healing from Unnatural Body.
You are unable to move!
Lycra thr Tight feels pain again.
Lycra thr Tight receives 8 healing from Unnatural Body.
Lycra thr Tight is no longer attuned.
Talent Slash is ready to use.
Lycra thr Tight is no longer pinned.
Lycra thr Tight picks up (V.): Bregudunabers (5 def, 11 armour) (Madness).
Lycra thr Tight picks up (E.): hardened leather belt 'Flashspire' (Shrouds).
Lycra thr Tight picks up (q.): blazebringer's steel greatsword of massacre (33.5-53.6 power, 2 apr) (Corpses).
Talent Frenzy is ready to use.
Talent Infusion: Wild is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Today is the 32nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
