Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Steamtech UI 1.1.4 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Skeleton |
| Class | Possessor |
| Level / Exp | 36 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by golem at level 3 on the 76th Pyre 122nd year of Ascendancy at 04:59 / 11Killed by Xoyatira the skeleton master archer at level 8 on the 6th Mirth 122nd year of Ascendancy at 12:56 Killed by Xoyatira the skeleton master archer at level 8 on the 7th Mirth 122nd year of Ascendancy at 07:26 Killed by skeleton mage at level 10 on the 1st Flare 122nd year of Ascendancy at 03:17 Killed by elven blood mage at level 12 on the 4th Flare 122nd year of Ascendancy at 23:07 Killed by Polita the human guard at level 12 on the 5th Flare 122nd year of Ascendancy at 05:54 Killed by thaurhereg at level 17 on the 7th Dusk 122nd year of Ascendancy at 01:51 Killed by ritch flamespitter at level 19 on the 10th Dusk 122nd year of Ascendancy at 08:10 Killed by Siluma the dreaming horror at level 20 on the 14th Dusk 122nd year of Ascendancy at 16:21 Killed by slimy ooze at level 21 on the 19th Dusk 122nd year of Ascendancy at 16:44 Killed by Aedbeau the daelach at level 21 on the 19th Dusk 122nd year of Ascendancy at 20:28 |
Primary Stats
| Strength | 121.26709838311 (base 35) |
| Dexterity | 119.34259676621 (base 39) |
| Constitution | 61 (base 38) |
| Magic | 19.758298383107 (base 10) |
| Willpower | 59 (base 47) |
| Cunning | 67.9044 (base 17) |
Resources
| Life | 1338/2428 |
| Stamina | 287/287 |
| Psi | 402/402 |
| Healing Factor | 1.8911688311688 |
| Regeneration | 25.247103896103 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +144.9693877551% |
Vision
| Sight | 8 |
| Lite | 4 |
| Infravision | 11 |
| See Stealth | 78.667245216919 |
| See Invisible | 90.667245216919 |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 91 |
| Crit Chance | 85% |
| APR | 21 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 79 |
| Crit Chance | 78% |
| APR | 54 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 81 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +16% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.8996 (63.720930232558%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 76.8 |
| Spell Save | 59.52 |
| Mental Save | 80 |
Defense: Resistances
| All | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 100% |
| Disarm Resistance | 35% |
| Poison Resistance | 73% |
| Blind Resistance | 93% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 308.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 71 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 198 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Psionic / Battle psionics | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Body snatcher | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 12/5 |
| 1/5 |
| 5/5 |
| 8/5 |
| 7/5 |
| 7/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Psionic Disruption |
| talent | Lacerating Strikes |
| talent | Channel Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 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 17.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
| detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 196 - 274 Accuracy: 108 (knife) APR: 26 Crit Chance: +79% Crit mult: 200% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.2)Penalty : Fear of Death: -10% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
You failed to protect the lone alchemist from death by 3-headed hydra. Escort: lone alchemist (level 14 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by multi-hued drake. Escort: lost anorithil (level 24 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by degenerated skeleton warrior. Escort: lost anorithil (level 4 of Infinite Dungeon) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Infinite Dungeon. Escort: lost sun paladin (level 5 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 8 of Infinite Dungeon) | failed |
You successfully escorted the repented thief to the recall portal on level 25 of Infinite Dungeon. Escort: repented thief (level 25 of Infinite Dungeon)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Infinite Dungeon. Escort: repented thief (level 7 of Infinite Dungeon)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 10 of Infinite Dungeon. Escort: worried loremaster (level 10 of Infinite Dungeon)As a reward you improved talent Mind Sear (+1 level(s)). | done |
Wake up and kill the dreaming horror boss 'Siluma the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 16) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: Random Artifact: Glareserpent (Shrouds) (10-15 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: Random Artifact: Dimmaim | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 23)You completed the challenge and received: Random Artifact: Betidhessra (Madness) (12-19.2 power, 8 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 26)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Rotpassion (1 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 30)You completed the challenge and received: Random Artifact: Polarin (Nightmares) (7 def, 13 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 27)You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 12)You completed the challenge and received: +1 Prodigy Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 19) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 28)You completed the challenge and received: +1 Class Point and +3 Stat Points | failed |
Leave the level in less than 174 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (174) (Level 15)Turns left: 9 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 501 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (501) (Level 17)Turns left: -1 | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | restorative pair of iron boots of speed (Corpses) (0 def, 3 armour) restorative pair of iron boots of speed (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Life regen: +1.80 Movement speed: +20% Healing mod.: +11% 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. |
| Light source | survivor's alchemist's lamp of focus survivor's alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Physical save: +8 (+1 eff.) Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Galeraider (Madness) (0 def, 5 armour) =Stats,life+= Galeraider (Madness) (0 def, 5 armour) =Stats,life+=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +11 Str / +4 Dex / +3 Cun / +9 Con Changes resistances: +18% lightning / -40% light / +23% mind Changes resistances penetration: +10% lightning Changes damage: +12% temporal Physical save: +13 (+1 eff.) Mental save: +38 (+7 eff.) Confusion immunity: +50% Life regen: +7.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 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 cap made of leather. |
| On hands | Camorakath (Corpses) (0 def, 13 armour) Camorakath (Corpses) (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +13 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 physical Damage when hit (Melee): 12 temporal Changes stats: +8 Dex / +9 Cun / +5 Con Changes resistances: +1% physical Changes damage: +9% physical Reduces incoming crit damage: 10.00% Physical save: +29 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +16 (+3 eff.) Cut immunity: +15% Disarm immunity: +48% Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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. |
| Tool | Corruptionpall the dwarven-steel pickaxe (dig speed 19 turns) Corruptionpall the dwarven-steel pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 4 nature / 8 temporal Changes stats: +3 Cun / +5 Str Changes resistances penetration: +20% nature / +15% temporal Changes damage: +6% nature Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Siligavena the gold ring Siligavena the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Wil / +3 Cun / +2 Con Changes damage: +6% temporal Spellpower: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Infravision radius: +3 Rings can have magical properties. |
| On fingers | steel ring 'Shinegrit' steel ring 'Shinegrit'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +4 Con Changes resistances: +12% temporal Changes resistances penetration: +25% light Changes damage: +12% temporal See invisible: +12 Rings can have magical properties. |
| Around neck | Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 16 power out of 30/30) : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Twilight's Edge (Nightmares) (47-65.8 power, 7 apr) Twilight's Edge (Nightmares) (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Nightmares The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | Dimmaim (Madness) Dimmaim (Madness)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -2% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +1 Con Changes damage: +6% mind Stealth bonus: +10 Physical save: +11 (+1 eff.) Mental save: +33 (+6 eff.) Psi when hit: +0.12 Maximum hate: +2.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +5% Infravision radius: +2 Curse of Madness A belt that goes around your waist. |
| In off hand | hateful living mindstar of flames (Madness) (16-17.6 power, 40 apr, nature damage) hateful living mindstar of flames (Madness) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural fire should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 fire Changes resistances: +12% fire Changes resistances penetration: +15% fire / +11% mind / +11% darkness Changes damage: +15% fire / +22% mind / +12% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Yvyba the elven-silk cloak (Corpses) (3 def, 4 armour) Yvyba the elven-silk cloak (Corpses) (3 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +2 Con Changes resistances: +51% darkness / +27% temporal Changes resistances penetration: +16% darkness Changes damage: +22% darkness / +12% blight Stealth bonus: +20 Healing mod.: +10% Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% Curse of Corpses 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 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Layiwyn the Coalripper (Madness) (7 def, 3 armour) =Lots of damage= Layiwyn the Coalripper (Madness) (7 def, 3 armour) =Lots of damage=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 darkness / 12 acid Changes resistances: +13% blight / +15% darkness Changes resistances penetration: +10% darkness Changes damage: +16% all Physical save: +24 (+3 eff.) Life regen: +4.30 Maximum life: +84.00 Spellpower: +18 (+8 eff.) Healing mod.: +25% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Potion of Martial Prowess Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
Potion of Martial Prowess Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 421 over 5 turns)regeneration infusion (heal 421 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. 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. insidious poison infusion (30 nature damage, 39% healing reduction)insidious poison infusion (30 nature damage, 39% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 30.15 nature damage per turn for 7 turns, and reducing the target's healing received by 39%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
movement infusion (456% speed; 6 turns) movement infusion (456% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion (674% speed; 9 turns) movement infusion (674% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. movement infusion (656% speed; 9 turns)movement infusion (656% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
heroism infusion of the duelist (+23 for 11 turns, die at -1094) heroism infusion of the duelist (+23 for 11 turns, die at -1094)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -1094 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the psychic (+12 for 10 turns, die at -421) heroism infusion of the psychic (+12 for 10 turns, die at -421)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -421 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the psychic (+14 for 11 turns, die at -482) heroism infusion of the psychic (+14 for 11 turns, die at -482)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -482 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
acid wave rune (145 acid damage; disarm 5 turns with power 21) acid wave rune (145 acid damage; disarm 5 turns with power 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 145.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical 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. Press to compare to your current inscriptions |
biting gale rune of the sneak (202 cold damage; freeze 3 turns with power 54) biting gale rune of the sneak (202 cold damage; freeze 3 turns with power 54)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 202.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 54 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning 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. |
heat beam rune of the psychic (385 fire damage) heat beam rune of the psychic (385 fire damage)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 385.21 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 292 for 6 turns) shielding rune (absorb 292 for 6 turns)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: 15 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 292 damage for 6 turns. 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. |
teleportation rune (range 85) teleportation rune (range 85)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune (range 96) teleportation rune (range 96)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 114) teleportation rune of the psychic (range 114)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 114 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
invisibility rune (power 11 for 6 turns) invisibility rune (power 11 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
invisibility rune (power 7 for 7 turns) invisibility rune (power 7 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 7) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune (303 lightning damage) lightning rune (303 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 101.31 to 303.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (311 lightning damage) lightning rune of the warrior (311 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 103.74 to 311.21 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune of the titan (range 12)controlled phase door rune of the titan (range 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 515 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Adykira the gold amulet Adykira the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun Changes resistances: +8% physical Changes resistances penetration: +20% mind Changes damage: +6% mind / +9% blight Life regen: +2.10 Stamina each turn: +0.70 Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+4 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
gold amulet 'Urokalthosus' gold amulet 'Urokalthosus'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +4 Str / +2 Dex Changes resistances: +3% physical / +13% light / +14% darkness Physical save: +3 (+0 eff.) Blindness immunity: +36% Only die when reaching: -20.00 life Amulets can have magical properties. |
Borehir the stralite amulet Borehir the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical crit. chance: +5.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Con Physical save: +10 (+1 eff.) Life regen: +1.90 Maximum life: +55.00 Maximum stamina: +25.00 Amulets can have magical properties. |
vitalizing stralite amulet of mastery (0.29 Psionic / Psychic blows) vitalizing stralite amulet of mastery (0.29 Psionic / Psychic blows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.29 Psionic / Psychic blows Physical save: +13 (+1 eff.) Life regen: +0.90 Maximum life: +51.00 Amulets can have magical properties. |
savior's voratun amulet of the eclipse savior's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 13 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 14% chance to blind Changes damage: +11% light / +12% darkness Physical save: +18 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +23 (+4 eff.) Amulets can have magical properties. |
voratun amulet of the eclipse voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 10% chance to blind Changes damage: +11% light / +7% darkness Amulets can have magical properties. |
Neradata the Carrionhack Neradata the CarrionhackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +28% fire Changes damage: +14% fire Maximum stamina: +15.00 Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +14 (+3 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 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 30% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Penitence (Corpses) (15-18 power, 4 apr, fire element)Penitence (Corpses) (15-18 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 120% Mag, 40% Wil Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +15 (+7 eff.) Spell crit. chance: +10% Curse of Corpses It can be used to cure up to 3 diseases or poisons (based on Magic), costing 6 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
This item will automatically be transmogrified when you leave the level. void walker's yew magestaff of channeling (Madness) (20-24 power, 4 apr, fire element)void walker's yew magestaff of channeling (Madness) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% 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 resistances: +10% darkness / +10% temporal Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.25 Spellpower: +22 (+10 eff.) Spell crit. chance: +3% Defense after a teleport: +23 Resist all after a teleport: +14% New effects duration reduction after a teleport: +25% Reduces paradox anomalies(equivalent to willpower): +16 Curse of Madness It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 16 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elven-wood vilestaff of might (Nightmares) (25-30 power, 5 apr, fire element)greater elven-wood vilestaff of might (Nightmares) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Spellpower: +18 (+8 eff.) Spell crit. chance: +14% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone magestaff of illumination (Misfortune) (30-36 power, 6 apr, lightning element)lifebinding dragonbone magestaff of illumination (Misfortune) (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 19% chance to blind Changes stats: +5 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +25 (+11 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +22% Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 90.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thunderous stralite greatsword of the leech (Shrouds) (49.5-79.2 power, 3 apr)thunderous stralite greatsword of the leech (Shrouds) (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 33% chance to daze at end of turn * Slows global speed by 20% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 13 nature slow Changes stats: +2 Str / +3 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic voratun greatsword of torment (Shrouds) (62.5-100 power, 4 apr)caustic voratun greatsword of torment (Shrouds) (62.5-100 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 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: 100% On weapon hit: * 24% chance to corrode armour by 30% * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +20% acid / +14% mind / +14% darkness Life regen: +4.00 Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking steel longsword of daylight (Corpses) (14-19.6 power, 3 apr)truestriking steel longsword of daylight (Corpses) (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 light Damage against: +13% Undead When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Curse of Corpses Sharp, long, and deadly. |
Ravencrypt (Shrouds) (33-46.2 power, 5 apr) Ravencrypt (Shrouds) (33-46.2 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 43 arcane resource burn On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Damage (Melee): +16 darkness When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Defense: +13 (+3 eff.) Changes resistances penetration: +5% darkness / +11% physical Changes damage: +13% physical Spell save: +10 (+2 eff.) Disarm immunity: +41% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite longsword of dampening (Corpses) (32.5-45.5 power, 5 apr)blazebringer's stralite longsword of dampening (Corpses) (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +13 fire When wielded/worn: Changes resistances: +9% acid / +15% fire / +14% lightning / +15% cold Changes resistances penetration: +11% fire Spell save: +13 (+3 eff.) Global speed: +5% Curse of Corpses Sharp, long, and deadly. |
blazebringer's stralite mace of massacre (Madness) (46-64.4 power, 5 apr) blazebringer's stralite mace of massacre (Madness) (46-64.4 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 46.0 - 64.4 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% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +5% Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caustic stralite mace of shearing (Shrouds) (35.5-49.7 power, 5 apr)caustic stralite mace of shearing (Shrouds) (35.5-49.7 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 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% On weapon hit: * 9% chance to corrode armour by 30% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +10% acid / +10% physical Changes damage: +11% physical Life regen: +1.30 Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Kindlesteel the voratun mace (Shrouds) (46.5-65.1 power, 6 apr)Kindlesteel the voratun mace (Shrouds) (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 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: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +120 insidious poison When wielded/worn: Effects on melee hit: * 22% chance to disease Damage when hit (Melee): 12 light / 4 blight Changes resistances: +9% light Changes damage: +6% light / +3% temporal Light radius: +2 Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel waraxe of shearing (Shrouds) (11.5-16.1 power, 3 apr)plaguebringer's steel waraxe of shearing (Shrouds) (11.5-16.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 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: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 9% chance to disease Damage (Melee): +11 blight When wielded/worn: Armour penetration: +9 Changes resistances penetration: +7% physical Changes damage: +8% physical Disease immunity: +18% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Islubrelle the dwarven-steel waraxe (Nightmares) (19-26.6 power, 4 apr)Islubrelle the dwarven-steel waraxe (Nightmares) (19-26.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 45% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Changes stats: +3 Wil Critical mult.: +15.00% Mana each turn: +0.16 Vim when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% Curse of Nightmares One-handed war axes. |
Malediction (Misfortune) (55-66 power, 15 apr) Malediction (Misfortune) (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+9 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Misfortune The land withers and crumbles wherever this cursed axe rests. |
This item will automatically be transmogrified when you leave the level. thought-forged stralite waraxe of projection (Shrouds) (31.5-44.1 power, 5 apr)thought-forged stralite waraxe of projection (Shrouds) (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 mind When wielded/worn: Changes stats: +6 Cun / +3 Wil Curse of Shrouds One-handed war axes. |
insidious voratun dagger (Misfortune) (39.5-51.35 power, 9 apr) insidious voratun dagger (Misfortune) (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +25 insidious poison Curse of Misfortune Sharp, short and deadly. |
parasitic mossy mindstar of frost (Madness) (3-3.3 power, 12 apr, mind damage) parasitic mossy mindstar of frost (Madness) (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural frost should be returned to the wyrm. Base power: 3.0 - 3.3 Uses stats: 70% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage when hit (Melee): 5 ice Changes resistances: +5% cold Changes resistances penetration: +5% cold Changes damage: +5% cold Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Life leech chance: +6% Life leech: +6% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (Misfortune) (8-8.8 power, 18 apr, cold damage) Eye of Winter (Misfortune) (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 75% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
Nimbuswither (Corpses) (5-5.5 power, 18 apr, nature damage) Nimbuswither (Corpses) (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 lightning / 3 mind / 4 darkness Changes resistances penetration: +10% lightning Changes damage: +3% mind / +4% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (Misfortune) (10-11 power, 24 apr, lightning damage) Charged Focus (Misfortune) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Curse of Misfortune Electrical energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of venom (Misfortune) (9.5-10.45 power, 24 apr, nature damage)thorny mindstar of venom (Misfortune) (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +11% acid Changes resistances penetration: +8% acid Changes damage: +14% acid Life regen: +1.30 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of storms (Shrouds) (14-15.4 power, 32 apr, nature damage)harmonious pulsing mindstar of storms (Shrouds) (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural lightning should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +7% nature / +14% lightning Changes resistances penetration: +6% nature / +13% lightning Changes damage: +5% nature / +13% lightning Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +1.20 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds 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. |
Huronarigar the Willowstake (Madness) (15-16.5 power, 40 apr, mind damage) Huronarigar the Willowstake (Madness) (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Armour: +10 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 14 ice Changes resistances: +7% blight / +17% cold / +3% nature Changes resistances penetration: +20% cold Changes damage: +12% cold / +8% nature / +15% arcane Disease immunity: +16% Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of balance (Misfortune) (16-17.6 power, 40 apr, nature damage) projecting living mindstar of balance (Misfortune) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +14% lightning / +13% fire / +20% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +6 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of the jelly (Nightmares) (16-17.6 power, 40 apr, mind damage) projecting living mindstar of the jelly (Nightmares) (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +16% lightning / +25% fire / +5% acid / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Equilibrium when hit: +0.90 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skeletal Claw (Shrouds) (55-60.5 power, 8 apr) Skeletal Claw (Shrouds) (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 40% Wil, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+2 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Shrouds It can be used to activate talent Bone Nova (costing 11 power out of 20/20) : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 91.17 physical damage, and inflicting bleeding for another 45.59 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
This item will automatically be transmogrified when you leave the level. Oakspar the yew longbow (Madness)Oakspar the yew longbow (Madness) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to blind When wielded/worn: Changes stats: +8 Dex Changes resistances: +15% nature Changes resistances penetration: +15% nature Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thaloren elven-wood longbow of true flight (Nightmares)thaloren elven-wood longbow of true flight (Nightmares) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +20.0% Changes damage: +18% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady reinforced leather sling of true flight (Misfortune)steady reinforced leather sling of true flight (Misfortune) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +18.0% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Issadokor (19/19, 57-68.4 power, 6 apr)Issadokor (19/19, 57-68.4 power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 57.0 - 68.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +19.0% Capacity: 19 On weapon hit: * Slows global speed by 45% * 20 arcane resource burn * 20% chance to corrode armour by 30% * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Ranged): +4 acid / +20 temporal / +40 nature Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. cosmic steel shield of lightning resistance (+21%) (Corpses) (6 def, 2 armour, 40.5 block)cosmic steel shield of lightning resistance (+21%) (Corpses) (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +21% lightning / +7% light / +8% darkness Talent granted: +2 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Corpses Handheld deflection devices. |
Bindings of Eternal Night (Shrouds) (12 def, 12 armour) Bindings of Eternal Night (Shrouds) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Robes of Deflection (Misfortune) (0 def, 7 armour) Robes of Deflection (Misfortune) (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). Curse of Misfortune This set of robes seems to shine with metallic colors. |
Robe of Force (Nightmares) (12 def, 8 armour) Robe of Force (Nightmares) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to send out a range 5 beam of kinetic energy, dealing 57.30 to 71.63 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Black Robe (Nightmares) (6 def, 0 armour) Black Robe (Nightmares) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+12 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). Curse of Nightmares A silk robe, darker than the darkest night sky, it radiates power. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe (Madness) (5 def, 0 armour)verdant elven-silk robe (Madness) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Con Changes damage: +14% nature Poison immunity: +50% Disease immunity: +42% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour (Corpses) (2 def, 4 armour)spiked cured leather armour (Corpses) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Curse of Corpses A suit of armour made of leather. |
Islyremira (Madness) (14 def, 13 armour) =Protection,movement speed= Islyremira (Madness) (14 def, 13 armour) =Protection,movement speed=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +13 Defense: +14 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances: +3% blight Changes resistances penetration: +10% blight Physical save: +3 (+0 eff.) Maximum life: +69.00 Maximum stamina: +5.00 Movement speed: +20% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of command (Shrouds) (12 def, 16 armour)cleansing reinforced leather armour of command (Shrouds) (12 def, 16 armour) Requires: - Strength 18 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +5 Cun Changes resistances: +17% nature / +18% blight Mental save: +21 (+4 eff.) Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of natural resilience (Misfortune) (5 def, 8 armour)drakeskin leather armour of natural resilience (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +17% nature / +13% blight Reduced damage from: +15% Unnatural Curse of Misfortune A suit of armour made of leather. |
marauder's drakeskin leather armour of command (Nightmares) (23 def, 17 armour) marauder's drakeskin leather armour of command (Nightmares) (23 def, 17 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +23 (+6 eff.) Fatigue: +8% Changes stats: +4 Str / +7 Dex / +5 Cun Physical save: +12 (+1 eff.) Mental save: +24 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
nimble drakeskin leather armour of command (Madness) (28 def, 18 armour) nimble drakeskin leather armour of command (Madness) (28 def, 18 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +28 (+7 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Dex Mental save: +20 (+4 eff.) Movement speed: +20% Curse of Madness A suit of armour made of leather. |
Cloak of Past Lives (Corpses) Cloak of Past Lives (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +13 (+2 eff.) Spellpower: +13 (+7 eff.) Mindpower: +13 (+3 eff.) This cloak's combat bonuses increase with the wearer's level. Curse of Corpses A black cloak that seems to twist and contort on its own. |
This item will automatically be transmogrified when you leave the level. Greenwire the cashmere cloak (Nightmares) (2 def, 0 armour)Greenwire the cashmere cloak (Nightmares) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +2 Dex / +6 Mag / +2 Wil / +3 Con Changes resistances: +6% nature Changes resistances penetration: +10% nature Grants telepathy: Dragon Humanoid/Orc Light radius: +3 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. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour)restorative cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +12% nature / +13% blight Life regen: +1.90 Healing mod.: +19% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Durychik' (Corpses) (3 def, 0 armour) elven-silk cloak 'Durychik' (Corpses) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +2 Str / +6 Con Changes resistances: +23% darkness / +9% temporal Changes resistances penetration: +17% darkness Changes damage: +9% blight / +11% darkness / +3% arcane Critical mult.: +23.00% Stealth bonus: +37 Physical save: +12 (+1 eff.) Spell save: +30 (+6 eff.) Disease immunity: +15% Stun/Freeze immunity: +15% Maximum life: +100.00 Maximum vim: +10.00 Curse of Corpses 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. Neryrita the pair of drakeskin leather boots (Corpses) (0 def, 15 armour)Neryrita the pair of drakeskin leather boots (Corpses) (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 8 acid / 16 mind Changes resistances: +6% acid Changes resistances penetration: +15% acid / +10% mind Critical mult.: +10.00% Maximum hate: +8.00 Mental crit. chance: +12% Infravision radius: +3 Curse of Corpses A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)insulating pair of dwarven-steel boots (Nightmares) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +11% fire / +8% cold 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. |
alchemist's hardened leather gloves of dispersion (Shrouds) (0 def, 2 armour) alchemist's hardened leather gloves of dispersion (Shrouds) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 cold / 3 fire / 7 arcane / 5 lightning Changes stats: +9 Mag / +8 Wil Changes resistances: +5% arcane Curse of Shrouds It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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. |
This item will automatically be transmogrified when you leave the level. brawler's hardened leather gloves of archery (Nightmares) (0 def, 2 armour)brawler's hardened leather gloves of archery (Nightmares) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +2 Changes stats: +4 Str / +9 Dex / +9 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+1 eff.) Curse of Nightmares It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. brawler's hardened leather gloves of magic (+4) (Shrouds) (0 def, 2 armour)brawler's hardened leather gloves of magic (+4) (Shrouds) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +2 Dex / +4 Mag / +4 Cun Changes damage: +7% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+1 eff.) Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Haluzilarath' (Misfortune) (0 def, 2 armour) hardened leather gloves 'Haluzilarath' (Misfortune) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Changes stats: +2 Str / +2 Dex Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Grants telepathy: Humanoid/Orc Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +28% Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (Corpses) (0 def, 3 armour) Storm Bringer's Gauntlets (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% Curse of Corpses It can be used to activate talent Chain Lightning (costing 9 power out of 16/16) : Effective talent level: 3.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 35.86 to 107.58 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level. brawler's dwarven-steel gauntlets of the iron hand (Nightmares) (0 def, 2 armour)brawler's dwarven-steel gauntlets of the iron hand (Nightmares) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +8 Str / +4 Dex / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Disarm immunity: +31% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (Corpses) (4 def, 5 armour) Spellhunt Remnants (Corpses) (4 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% 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 voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
mindwoven linen wizard hat of the sentry (Madness) (1 def, 0 armour) mindwoven linen wizard hat of the sentry (Madness) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 See stealth: +5 See invisible: +6 Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Warding, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 29%, and attempts to push all creatures other than yourself out of its radius, inflicting 7.85 light damage and 9.84 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of knowledge (Corpses) (2 def, 0 armour) aegis cashmere wizard hat of knowledge (Corpses) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Wil Life regen: +3.50 Mindpower: +4 (+1 eff.) Damage Shield Power: +7% Curse of Corpses A pointy cloth hat, very wizardly... |
Hellsire the elven-silk wizard hat (Corpses) (3 def, 0 armour) Hellsire the elven-silk wizard hat (Corpses) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +20 Mag / +18 Con Changes resistances: +6% lightning / +3% fire / +6% temporal / +2% physical Changes damage: +36% arcane Blindness immunity: +5% Silence immunity: +15% Psi each turn: +0.34 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Crown of Eternal Night (Misfortune) (0 def, 3 armour) Crown of Eternal Night (Misfortune) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Misfortune This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of might (Shrouds) (0 def, 3 armour)hardened leather cap of might (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con Curse of Shrouds A cap made of leather. |
Amadig the Scabsting (Misfortune) (3 def, 0 armour) Amadig the Scabsting (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +11 Cun / +4 Mag Changes resistances: +8% lightning / +8% temporal / +8% light / +6% fire / +7% nature / +8% acid / +8% blight / +7% cold / +6% darkness Changes damage: +6% nature Mental save: +14 (+2 eff.) Mana each turn: +3.00 Mana when hit: +2.80 Maximum mana: +110.00 Spellpower: +10 (+5 eff.) Light radius: +3 Curse of Misfortune It can be used to activate talent Manaflow, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
The Black Crown (Misfortune) (0 def, 15 armour) The Black Crown (Misfortune) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+0 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Misfortune "For the demon who has everything." |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
201 alchemist agate 201 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 21 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Lightningmistress LightningmistressInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning / 20 blight Changes resistances penetration: +15% lightning Changes damage: +21% lightning Mental save: +9 (+1 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of clarity survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Light radius: +3 See stealth: +10 See invisible: +6 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Voidwolf' (dig speed 16 turns) dwarven-steel pickaxe 'Voidwolf' (dig speed 16 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Cun / +2 Str Changes resistances: +15% darkness Changes damage: +3% darkness Lowers spell cool-downs by: 10% Light radius: +3 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 478.72 fire damage (based on Magic), costing 26 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Silydhewyn [power 151] (6 cooldown) Silydhewyn [power 151] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +3 Str / +2 Dex Changes resistances: +5% arcane / +9% darkness It can be used to fire a bolt of a random element with (base) damage 75 to 151, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Aria is Back the Skeleton Possessor level 33
50th Dusk 122nd year of Ascendancy at 19:39 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Aria is Back the Skeleton Possessor level 20
15th Dusk 122nd year of Ascendancy at 02:05 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By Aria is Back the Skeleton Possessor level 14
10th Flare 122nd year of Ascendancy at 13:14 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By Aria is Back the Skeleton Possessor level 22
24th Dusk 122nd year of Ascendancy at 22:57 see stats
Infinite x30 (Exploration mode)
Got to level 30 of the infinite dungeon.By Aria is Back the Skeleton Possessor level 35
52nd Dusk 122nd year of Ascendancy at 20:16 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Aria is Back the Skeleton Possessor level 10
2nd Summertide 122nd year of Ascendancy at 15:37 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Aria is Back the Skeleton Possessor level 20
13rd Dusk 122nd year of Ascendancy at 15:28 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Aria is Back the Skeleton Possessor level 30
42nd Dusk 122nd year of Ascendancy at 11:14 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Aria is Back the Skeleton Possessor level 23
27th Dusk 122nd year of Ascendancy at 09:10 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Aria is Back the Skeleton Possessor level 12
5th Flare 122nd year of Ascendancy at 07:25 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Aria is Back the Skeleton Possessor level 24
29th Dusk 122nd year of Ascendancy at 09:35 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Aria is Back the Skeleton Possessor level 30
42nd Dusk 122nd year of Ascendancy at 12:49 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Aria is Back the Skeleton Possessor level 20
14th Dusk 122nd year of Ascendancy at 22:05 see stats
Log
Aria is Back uses Throwing Knives.
Aria is Back's Throwing Knife performs a melee critical strike against Venom drake hatchling!
Aria is Back's Throwing Knife hits Venom drake hatchling for 256 mind, 353 physical (609 total damage).
Venom drake hatchling hits Aria is Back for (2 absorbed), 0 acid (0 total damage).
Aria is Back's Throwing Knife killed Venom drake hatchling!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
You pickup 0.65 gold pieces.
Aria is Back is no longer empowered.
You pickup 0.80 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.90 gold pieces.
Aria is Back picks up ( .): restorative cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour).
The shield around Aria is Back crumbles.
Talent Rune: Reflection Shield is ready to use.
Talent Bone Armour is ready to use.
There is a way to the next level here (press '' or right click to use).
Ran for 26 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Aria is Back deactivates Mental Tyranny.
Aria is Back deactivates Lacerating Strikes.
Aria is Back deactivates Apply Poison.
Aria is Back deactivates Psionic Disruption.
Aria is Back deactivates Precise Strikes.
Aria is Back deactivates Channel Pain.
