










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release QuickTome: Remove Stat Requirements 1.5.5 No Achievement Pop-ups 1.5.5This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Additional Randart Properties 1.5.5 QuickTome: Zone Overhaul 1.5.5 Ashes of Urh'Rok 1.5.0Official Expansion!QuickTome: Arena Skip 1.3.1 QuickTome: Creature Changes 1.3.1 No Item Decay 1.3.1 QuickTome: Resource Tweaks 1.3.1 Frendlier Fire 1.5.5 Minstars 1.5.5 QuickTome: Item Tweaks 1.4.8 Prodigy Tweaks 1.5.5 Revamped Alchemist 1.5.5 Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.5.3 Possessor Bonus Class 1.5.4Donators/Buyers bonus! QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release QuickTome: Event Changes 1.3.1 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. minmay's minor mindslot mindstar modification 1.5.5 The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Orb of Communication 1.3.1 Harbinger 1.5.5 Convenient Digging 1.5.5 Square Field of Vision 1.3.1 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Half-Cost Category Mastery 1.3.1 Dreamelf 1.5.5 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. QuickTome: Remove Traps 1.3.1 Meteor Fix 1.5.5An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Replace Swift Hands 1.3.1 QuickTome: Melinda Tweaks 1.3.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dreamelf |
| Class | Ruined |
| Level / Exp | 50 / 734% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 54 (base 10) |
| Dexterity | 56 (base 10) |
| Constitution | 60 (base 31) |
| Magic | 107 (base 60) |
| Willpower | 115 (base 60) |
| Cunning | 111 (base 60) |
Resources
| Life | 850/850 |
| Mana | 990/990 |
| Hate | 69/138 |
| Healing Factor | 1.1710869565217 |
| Regeneration | 1.8151847826087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.058932591258% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 0 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 41 |
| Crit Chance | 57% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 80 |
| Crit Chance | 67% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +41% |
| Arcane | +57% |
| Mind | +36% |
| All | +12% |
| Lightning | +66% |
| Physical | +26% |
| Cold | +32% |
| Fire | +46% |
| Darkness | +27% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +35% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 39 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 73 |
| Mental Save | 67 |
Defense: Resistances
| Arcane | + 20%( 70%) |
| Mind | 0%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 27%( 80%) |
| Cold | + 38%( 70%) |
| Fire | + 16%( 70%) |
| Darkness | + 52%( 81%) |
Defense: Immunities
| Silence Resistance | 30% |
| Pinning Resistance | 100% |
| Knockback Resistance | 26% |
| Confusion Resistance | 60% |
| Fear Resistance | 6% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -726 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 739% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 634 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Pain | 1.80 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Destruction | 1.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Air | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Crescendo | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Spell / Cataclysm | 1.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Cursed form | 1.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dreamelf | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Hollow | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Spite |
| talent | Arcing Power |
| talent | Feather Wind |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.5)Penalty : Fractured Sanity: -7% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +8 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 15.1% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 17% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 17% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 12.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +13 Physical Resistance, +10 Maximum Physical Resistance Power 2+: -1 Luck, +24 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 27 air and an additional 8 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 22 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +9 Defense, +4 Ranged Defense Power 2+: -1 Luck, +8 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+38% chance to avoid traps). Power 4+: Unfortunate End: There is a 31% chance that the damage you deal will increase by 32% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You elected not to visit the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You elected not to visit the Rhaloren camp. * You have visited the Scintillating Caves. * You have visited the Trollmire. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1910. | active |
You noticed a big storm cloud that looked kind of like a city. Or maybe it looked more like a rabbit. Anyway, the storm passed without causing any damage. Storming the city | done |
You arrived through the farportal in the Far East. Strange new world | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Investigate the bastions of the Pride and destroy their leaders. The many Prides of the Orcs* You have slain Rak'shor. * You have slain Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Welcome to Zone Overhaul! This addon greatly shortens the game, making it significantly harder. Zone Overhaul GuideIt is recommended that you complete the original Tales of Maj'Eyal at least once before using Zone Overhaul, as Zone Overhaul removes some story elements. Please note the following important changes: - Many zones are removed or shortened. - Zones now have fixed levels, and do not adjust themselves to your character level. - There are no shops except for Urthol's Wondrous Emporium. - The Brotherhood of Alchemists quest is gone, but you will receive 2 more class and generic talent points to compensate. - You will find fewer items, but they will be of higher quality. - There are no more "backup guardians". - Joining Zigur will grant you the Fungus talent category immediately. - You won't be able to enter the Infinite Dungeon. You may visit up to two of these zones Heart of the Gloom Norgos' Lair Rhaloren Camp Ruins of Kor'Pul Scintillating Caves Trollmire Other available zones Thieves' Tunnels The Maze Old Forest Daikara Temporal Rift Golem Graveyard Halfling Ruins Lake of Nur Sher'Tul Fortress Tempest Peak Dreadfell Crypt of Kryl'Feijan Mark of the Spellblaze Lost Dwarven Kingdom of Reknor Vor Armoury Rak'Vor Pride Grushbat Pride Valley of the Moon Slime Tunnels High Peak Available towns Angolwen Gates of Morning Last Hope Zigur (Your race or class may provide a few additional zones). | active |
Equipment
| On feet | dreamer's pair of dwarven-steel boots of spellbinding (Shrouds) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Lowers spell cool-downs by: 10% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | blazing pouch of dwarven-steel shots of wind (Misfortune) (20/20, 140% power, 3 apr)Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +11 fire Burst (radius 2) on crit: +7 fire Curse of Misfortune Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Galenight' (Madness)Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 22 fire Changes stats: +6 Mag / +6 Wil / +3 Cun Changes resistances: +10% cold / +10% temporal / +6% darkness / +10% fire Changes damage: +15% mind / +6% lightning Maximum psi: +10.00 Spellpower: +16 (+4 eff.) Defense after a teleport: +18 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Polywyn the Boltstreaker (Nightmares) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 lightning / 4 blight Changes stats: +5 Cun / +4 Wil Changes resistances: +21% lightning / +24% cold Changes resistances penetration: +20% lightning Changes damage: +14% lightning / +16% cold / +21% blight Mental save: +18 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 267 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 25% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (Misfortune) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Curse of Misfortune Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Urisin the voratun pickaxe (Nightmares) (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: -10% Changes stats: +8 Str Changes resistances: +3% light / +9% physical Changes resistances penetration: +10% mind Spell save: +35 (+9 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +30% Pinning immunity: +10% Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Voice of Madness (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +8 Str / +4 Cun / +8 Mag Mental save: -20 (-5 eff.) Spell crit. chance: +10% Mental crit. chance: +10% Global speed: +15% Pulls in all nearby enemies every 4 turns. Curse of Nightmares This plain silver ring is set with a small moonstone and engraved with strange runes on the inside. Occasionally, it whispers promises of power and destruction. |
| On fingers | Void Orb (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Nightmares It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 6.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 417.05 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| Around neck | Salovea the Lightningseam (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 16 darkness / 16 mind Damage when hit (Melee): 12 mind / 16 lightning Changes stats: +20 Dex / +6 Wil / +10 Cun / +10 Con Changes resistances penetration: +15% lightning Changes damage: +9% mind Talent mastery: +0.40 Cursed / Cursed form Mental save: +15 (+4 eff.) Confusion immunity: +25% Life regen: +1.30 Stamina each turn: +1.50 Mindpower: +15 (+4 eff.) Movement speed: +10% Curse of Nightmares Amulets can have magical properties. |
| In main hand | Spellblade (Madness) (161% power, 0 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 161% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Curse of Madness Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
| Around waist | skylord's drakeskin leather belt of transcendence (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Str / +6 Dex / +6 Wil / +6 Cun Physical save: +30 (+10 eff.) Spell save: +17 (+5 eff.) Mental save: +15 (+4 eff.) Mindpower: +10 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
| In off hand | Lunar Shield (Nightmares) (12 def, 7 armour, 250 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). Curse of Nightmares A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
| Cloak | marshal's elven-silk cloak of backstabbing (Nightmares) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Changes stats: +4 Str / +6 Con Critical mult.: +25.00% Stealth bonus: +12 Physical save: +12 (+4 eff.) Maximum life: +95.00 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. |
| Main armor | Black Robe (Shrouds) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+7 eff.) Spellpower: +30 (+6 eff.) 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 Shrouds A silk robe, darker than the darkest night sky, it radiates power. |
Inventory
wild infusion of the wizard (resist 33%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 33% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
movement infusion of the warrior (728% speed; 5 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.heat beam rune (213 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: 9 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 213.16 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical 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. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 245 for 7 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: 12 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 245 damage for 7 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. |
shielding rune of the sneak (absorb 746 for 3 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: 14 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 746 damage for 3 turns. 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. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 14 for 10 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 10 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 of the wizard (845 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 281.98 to 845.94 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 Magic 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'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. |
Fiery Choker (Shrouds)Powered 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 Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Shrouds A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Shard of Insanity (Misfortune)Infused 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 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Curse of Misfortune It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 6.0 Power cost: 30 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 13 turns, there's a 25% 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. |
Zubabeth (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 12 mind Damage when hit (Melee): 8 temporal Talent masteries: +0.28 Technique / Combat training +0.28 Spell / Air Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Psi per kill: +2.00 Mindpower: +6 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +15 Talent on hit(mindpower): Flamespit (10% chance level 1). Curse of Madness Amulets can have magical properties. |
Pendant of the Sun and Moons (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Shrouds It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Zemekkys' Broken Hourglass (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Madness It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Deepsmarrow the voratun amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 arcane Changes resistances penetration: +5% arcane Changes damage: +6% darkness Talent mastery: +0.40 Cursed / Cursed form Stealth bonus: +10 Physical save: +11 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +16 (+4 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Curse of Misfortune Amulets can have magical properties. |
Frost Lord's Chain (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Madness This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% Curse of Shrouds It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 6.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 277.18 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Ulfithad (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +2 Damage (Melee): 8 physical Damage when hit (Melee): 8 physical Changes stats: +4 Wil / +4 Mag Physical save: +10 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +15 (+4 eff.) Mana each turn: +0.43 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +46.00 Maximum stamina: +20.00 Curse of Misfortune Amulets can have magical properties. |
Vox (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Casting speed: +15% Curse of Misfortune No force can hope to silence the wearer of this amulet. |
savior's voratun amulet of murder (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +18 Critical mult.: +20.00% Physical save: +20 (+7 eff.) Spell save: +16 (+4 eff.) Mental save: +20 (+5 eff.) Curse of Corpses Amulets can have magical properties. |
voratun amulet of perfection (0.40 Cursed / Fears,0.40 Spell / Air) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Spell / Air +0.40 Cursed / Fears Curse of Corpses Amulets can have magical properties. |
Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +4 Con Physical save: +8 (+3 eff.) Stun/Freeze immunity: +31% Life regen: +2.00 Spellpower: +10 (+2 eff.) Talent on hit(mindpower): Flamespit (10% chance level 1). Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Belokalthogen the Splendourcrack (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +4 (+1 eff.) Armour: +6 Damage (Melee): 8 light Damage when hit (Melee): 16 physical Changes stats: +9 Dex / +6 Mag / +18 Cun Changes resistances: +18% physical Changes damage: +18% light / +18% physical Physical save: +6 (+2 eff.) Spellpower: +15 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
Exiler (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Madness It can be used to attempt to inflict 139.76 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gilumnir the Scorchtyphoon (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Damage (Melee): 16 blight / 12 fire Damage when hit (Melee): 12 blight Changes stats: +8 Dex / +7 Mag / +14 Cun Changes resistances: +36% nature Changes resistances penetration: +20% fire Changes damage: +18% nature Spellpower: +13 (+3 eff.) Curse of Misfortune Rings can have magical properties. |
Glilrarin the Skyborn (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 12 lightning Changes stats: +11 Cun / +12 Wil Changes resistances: +13% blight / +14% nature / +6% mind / +36% acid Changes damage: +18% acid Poison immunity: +28% Disease immunity: +30% Psi when firing a critical mind attack: +3.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds Rings can have magical properties. |
Glory of the Pride (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Misfortune It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Madness A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gladiator's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +7 Str / +5 Con Life regen: +1.20 Maximum life: +80.00 Healing mod.: +21% Curse of Shrouds Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.painweaver's voratun ring of life (Corpses) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Changes damage: +6% all Life regen: +1.90 Maximum life: +59.00 Spellpower: +17 (+4 eff.) Mindpower: +14 (+3 eff.) Healing mod.: +30% Curse of Corpses Rings can have magical properties. |
rogue's voratun ring of blight (+18%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Changes stats: +8 Cun Changes resistances: +18% blight Changes damage: +18% blight Curse of Madness Rings can have magical properties. |
sneakthief's voratun ring of speed (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+9 eff.) Defense: +12 (+4 eff.) Changes stats: +8 Cun / +9 Dex Movement speed: +17% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
solipsist's voratun ring of perseverance (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +5 Wil Stun/Freeze immunity: +48% Life regen: +1.00 Mindpower: +15 (+4 eff.) Curse of Nightmares Rings can have magical properties. |
voratun ring 'Anugondur' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 12 mind Changes resistances: +9% lightning / +9% temporal / +15% darkness / +9% fire Changes damage: +9% mind Life regen: +2.00 Maximum life: +91.00 Mindpower: +6 (+1 eff.) Healing mod.: +30% Curse of Shrouds Rings can have magical properties. |
voratun ring of warding (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +17% fire / +17% lightning / +20% cold Curse of Misfortune Rings can have magical properties. |
Charred Branch (Misfortune) (150% power, 12 apr, lightning element)Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 150% Range: 1.2x Uses stat: 120% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +8 Mag Changes resistances: -10% lightning Changes resistances penetration: +20% lightning Changes damage: +30% lightning Talent masteries: +0.10 Spell / Cataclysm +0.20 Spell / Destruction +0.10 Spell / Air Talents cooldown: Static Charge (-3 turns) Thunderstrike (-1 turn) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% Talent on hit(spell): Thunderstrike (10% chance level 4). Curse of Misfortune The first owner of this simple elven wood staff was a powerful archmage during the age of Allure. Ambushed by a rival, he died in a single powerful bolt of lightning. The same bolt burnt his staff, charring it deeply. As you touch its blackened surface, you can feel that the lightning never left it. |
Telos's Staff (Bottom Half) (Nightmares)Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Nightmares The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (Corpses) (143% power, 0 apr, fire element)Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% Curse of Corpses The top part of Telos' broken staff. |
Zeryleldir the Shadowviper (Misfortune) (136% power, 6 apr, fire element)Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag 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: Physical crit. chance: +10.0% Damage (Melee): 38 arcane / 25 fire Changes resistances: +9% darkness Changes damage: +9% blight / +30% fire Talent granted: +1 Command Staff Critical mult.: +35.00% Stealth bonus: +10 Maximum mana: +105.00 Spellpower: +35 (+7 eff.) Spell crit. chance: +7% Curse of Misfortune It can be used to project a bolt elemental energy from the staff (to range 10) dealing 68.05 to 81.66 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone starstaff of breaching (Misfortune) (136% power, 6 apr, temporal element) Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag 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: Damage (Melee): 31 fire Changes resistances penetration: +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +32.00% Spellpower: +21 (+5 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff (Nightmares) (136% power, 6 apr, darkness element)Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+4 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +23 (+5 eff.) Spell crit. chance: +8% 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.magewarrior's short dragonbone starstaff of channeling (Nightmares) (136% power, 6 apr, light element) Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +9.0% Physical power: +11 (+4 eff.) Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.25 Spellpower: +38 (+8 eff.) Spell crit. chance: +9% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.Voratun Hammer of the Deep Bellow (Misfortune) (193% power, 7 apr) Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Misfortune The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level.glacial voratun greatmaul of purging (Corpses) (175% power, 4 apr) Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +26 nature Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +21 Changes resistances penetration: +20% cold Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.quick voratun greatmaul of rage (Nightmares) (180% power, 4 apr) Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +35 (+12 eff.) Changes stats: +9 Str / +7 Dex Changes damage: +16% physical Stamina when hit: +3.00 Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatmaul of evisceration (Misfortune) (179% power, 4 apr) Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 13 bleeding, 51% reduced healing When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +20 (+7 eff.) Changes resistances penetration: +19% physical Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun mace of crippling (Misfortune) (155% power, 6 apr) Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease On weapon crit: * cripple the target Damage (Melee): +15 blight When wielded/worn: Physical crit. chance: +15.0% Disease immunity: +22% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.elemental voratun waraxe of ruin (Madness) (148% power, 6 apr) Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances penetration: +15% acid / +15% fire / +12% lightning / +14% cold Critical mult.: +16.00% Curse of Madness One-handed war axes. |
honing living mindstar of storms (Misfortune) (113% power, 40 apr, nature damage)Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% 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 (Melee): 19 lightning Changes stats: +6 Str / +7 Dex / +5 Mag / +8 Wil / +8 Cun / +5 Con Changes resistances: +16% lightning / +9% physical Changes resistances penetration: +14% lightning / +10% physical Changes damage: +4% lightning / +7% physical 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. |
This item will automatically be transmogrified when you leave the level.nature's living mindstar of gales (Shrouds) (114% power, 40 apr, mind damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% 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: Defense: +29 (+10 eff.) Changes resistances: +5% blight Changes damage: +16% lightning / +16% cold / +8% nature / +13% physical Disease immunity: +23% Pinning immunity: +33% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.projecting living mindstar of gales (Corpses) (111% power, 40 apr, mind damage) Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% 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: Defense: +29 (+10 eff.) Changes damage: +34% lightning / +35% cold / +25% fire / +14% physical Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Pinning immunity: +37% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skeletal Claw (Misfortune) (167% power, 8 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 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 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Misfortune It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 6.0 Power cost: 20 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 5 for 245.78 physical damage, and inflicting bleeding for another 122.89 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. |
Whip of Urh'Rok (Corpses) (167% power, 0 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +15 (+3 eff.) When carried: Changes damage: +8% blight Curse of Corpses With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
quiver of yew arrows of amnesia (Nightmares) (20/20, 138% power, 10 apr)Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 138% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 25% chance to put talents on cooldown Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of amnesia (Shrouds) (24/24, 165% power, 18 apr)Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 24% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +26 blight Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
Ebonywilter the voratun shield (Misfortune) (12 def, 3 armour, 198.5 block)Requires: - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 16 fire Damage when hit (Melee): 20 nature Changes resistances: +12% acid / +6% darkness / +43% lightning / +20% blight / +13% cold / +19% nature / +12% fire Changes damage: +9% arcane Talent granted: +5 Block Maximum life: +110.00 Curse of Misfortune Handheld deflection devices. |
Summertide (Shrouds) (17 def, 15 armour, 260 block)Requires: - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Curse of Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 85.42 to 106.77 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (Nightmares) (8 def, 4 armour, 325 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Curse of Nightmares Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level.cosmic voratun shield of radiance (Madness) (12 def, 3 armour, 199.5 block) Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +5 Mag / +6 Con Changes resistances: +33% light / +14% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Madness Handheld deflection devices. |
The Calm (Misfortune) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Misfortune This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
This item will automatically be transmogrified when you leave the level.fearwoven elven-silk robe of Angolwen (Nightmares) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +12% darkness / +13% physical Changes damage: +14% darkness / +16% physical Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +7 Maximum hate: +11.00 Spellpower: +12 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Molten Skin (Misfortune) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% Curse of Misfortune It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 6.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 295.32 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level.troll-hide drakeskin leather armour of clarity (Shrouds) (5 def, 8 armour) Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +9% mind Mental save: +20 (+5 eff.) Life regen: +10.30 Maximum life: +49.00 Healing mod.: +26% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of thunder (Misfortune) (9 def, 16 armour) Requires: - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +21 (+7 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 23 acid / 22 fire Damage when hit (Melee): 16 acid / 14 fire Changes stats: +9 Str / +10 Mag / +8 Wil Changes resistances: +30% acid / +21% fire / +20% lightning Spellpower: +24 (+5 eff.) Spell crit. chance: +9% Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Curse of Misfortune A suit of armour made of metal plates. |
grounding hardened leather belt of magery (Corpses)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +8% lightning / +7% temporal Spell crit. chance: +4% Curse of Corpses A belt that goes around your waist. |
Girdle of Preservation (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% Curse of Shrouds A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
balancing drakeskin leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Cun / +5 Dex Mental crit. chance: +15% Curse of Corpses A belt that goes around your waist. |
skylord's drakeskin leather belt of transcendence (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil / +6 Cun Physical save: +27 (+9 eff.) Spell save: +16 (+4 eff.) Mental save: +15 (+4 eff.) Mindpower: +9 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
cashmere cloak 'Gunolach' (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 16 arcane Changes stats: +4 Mag Changes damage: +3% arcane Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum vim: +40.00 Talent on hit(spell): Rethread (5% chance level 3). 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. |
resilient cashmere cloak of the hunter (Corpses) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Maximum life: +89.00 Maximum stamina: +18.00 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. |
Guise of the Hated (Shrouds) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 6.0 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 64.48 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
This item will automatically be transmogrified when you leave the level.Radiance (Corpses) (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +6 Cun / +8 Mag Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+2 eff.) Curse of Corpses It can be used to activate talent Barrier (costing 40 power out of 40/40) : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 375 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
murderer's elven-silk cloak of backstabbing (Madness) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +4 Cun / +2 Dex Critical mult.: +23.00% Stealth bonus: +11 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.shadow elven-silk cloak of protection (Misfortune) (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% darkness Changes resistances penetration: +19% darkness Changes damage: +20% darkness Stealth bonus: +19 Spell save: +15 (+4 eff.) Mental save: +11 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Sunworth the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Effects on melee hit: * 20% chance to disease Damage (Melee): 4 fire Changes stats: +9 Str / +9 Con Changes resistances: +15% fire Changes damage: +9% physical Maximum encumbrance: +39 Physical save: +13 (+5 eff.) Silence immunity: +39% Confusion immunity: +41% Stun/Freeze immunity: +30% Size category: +1 Curse of Nightmares It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced pair of drakeskin leather boots of strife (Nightmares) (0 def, 13 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +4 Con / +6 Wil Changes resistances: +14% acid / +13% fire / +12% lightning / +9% cold Changes resistances penetration: +7% physical Mindpower: +8 (+2 eff.) Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 40% (at 0 Hate) to 135% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots of evasion (Shrouds) (22 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +22 (+8 eff.) Fatigue: +5% Silence immunity: +41% Confusion immunity: +40% Stun/Freeze immunity: +44% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 6.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Polyvea the pair of dwarven-steel boots (Madness) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 4 temporal Critical mult.: +20.00% Maximum encumbrance: +23 Physical save: +7 (+3 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Talent on hit(spell): Invoke Darkness (5% chance level 1). Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (Corpses) (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) Curse of Corpses It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 340.50 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (Misfortune) (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Misfortune These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
blightbringer's pair of voratun boots of disengagement (Nightmares) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +7 Mag / +4 Cun Changes damage: +8% acid / +7% blight Disease immunity: +31% Spellpower: +10 (+2 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.eldritch pair of voratun boots of invasion (Madness) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +5 Wil Changes resistances penetration: +9% physical Mana each turn: +0.49 Maximum mana: +35.00 Spell crit. chance: +4% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots of phasing (Misfortune) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Wil Life regen: +4.40 Healing mod.: +21% Curse of Misfortune It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's drakeskin leather gloves of the iron hand (Corpses) (0 def, 18 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +13% Changes stats: +4 Str / +4 Wil / +12 Con Changes resistances: +10% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +43% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dispersion (Nightmares) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +25% Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets (Shrouds) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Mana each turn: +0.27 Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.spellstreaming voratun gauntlets of archery (Corpses) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Armour: +3 Changes stats: +7 Cun / +8 Dex Mana each turn: +0.32 Spellpower: +16 (+4 eff.) Spell crit. chance: +8% Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% 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. |
Blindtitan the elven-silk wizard hat (Nightmares) (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.) Damage (Melee): 8 light Changes stats: +5 Wil / +6 Cun / +4 Con Changes damage: +24% physical / +11% darkness / +15% light / +17% arcane / +15% temporal Physical save: +20 (+7 eff.) Mental save: +25 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum mana: +110.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Mental crit. chance: +6% Curse of Nightmares It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 267 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 25% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of arcana (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +13% acid / +15% lightning / +10% cold / +11% arcane / +7% fire Spellpower: +3 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of earthrunes (Nightmares) (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +5 Con Changes damage: +11% acid / +13% lightning / +10% cold / +11% arcane / +10% fire Curse of Nightmares It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.5 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 188.80 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.eldritch elven-silk wizard hat of arcana (Shrouds) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +7 Wil Mana each turn: +2.50 Mana when hit: +2.60 Maximum mana: +110.00 Spellpower: +14 (+3 eff.) Curse of Shrouds It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Aradakira (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +13 Str / +30 Dex / +5 Cun / +5 Con / +3 Lck Changes resistances: +6% acid / -32% light / +3% arcane Life regen: +4.90 Curse of Nightmares A cap made of leather. |
Crown of the Elements (Madness) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 25 acid / 25 fire / 25 lightning / 25 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +15% acid / +15% fire / +15% cold / +15% lightning Curse of Madness This jeweled crown shimmers with colors. |
Omniscience (Madness) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Curse of Madness It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of ire (Nightmares) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Wil / +5 Con Changes resistances: +15% blight Physical save: +11 (+4 eff.) Mental save: +28 (+7 eff.) Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 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. |
Crown of Burning Pain (Shrouds) (13 def, 0 armour)Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+5 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Shrouds It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 122.92 fire and 106.08 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
This item will automatically be transmogrified when you leave the level.leafwalker's voratun helm of might (Nightmares) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Con Changes resistances: +11% nature Spell save: +8 (+2 eff.) Maximum life: +84.00 Healing mod.: +27% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging voratun helm of blood magic (Shrouds) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Mag / +7 Wil Changes resistances: +16% mind Changes damage: +16% blight / +17% arcane Mental save: +23 (+6 eff.) Confusion immunity: +42% Spell crit. chance: +4% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.mindcaging voratun helm of ire (Misfortune) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Changes resistances: +22% mind Physical save: +12 (+4 eff.) Mental save: +41 (+11 eff.) Confusion immunity: +47% Curse of Misfortune It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of sanctity (Nightmares) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +22% blight / +12% darkness Spell save: +11 (+3 eff.) Mental save: +22 (+6 eff.) Activating this item is instant. Curse of Nightmares It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's voratun helm of might (Madness) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +16 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Str / +7 Wil / +3 Con Changes resistances: +12% physical Physical save: +13 (+5 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When used to imbue an object: Physical power: +12 (+4 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Spellpower: +16 (+4 eff.) Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% When carried: When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Samugofang the dwarven lantern (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid Changes resistances: +6% temporal Changes resistances penetration: +8% all Physical save: +12 (+4 eff.) Maximum life: +67.00 Healing mod.: +16% Reduces paradox anomalies(equivalent to willpower): +5 Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of the moons (Shrouds)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Changes stats: +6 Wil Changes resistances: +9% light Changes damage: +12% darkness Damage affinity(heal): +5% darkness Critical mult.: +18.00% Curse of Shrouds It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 6.8 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 343.39 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Emuwe the dwarven-steel pickaxe (Corpses) (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +2 Str / +4 Cun Changes resistances: +13% nature Changes resistances penetration: +25% blight Changes damage: +7% nature / +6% mind Critical mult.: +15.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Tree of Life (Nightmares)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Nightmares It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone wand of firewall 'Skyfear' (Shrouds) [power 341] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 34% chance to inflict 15% damage reduction Damage when hit (Melee): 22 blight Changes stats: +4 Wil Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike Spellpower: +6 (+2 eff.) Damage Shield penetration: +20% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Curse of Shrouds It can be used to creates a wall of flames lasting 4 turns (dealing 497 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By qdrasdhgkdlgjh the Dreamelf Ruined level 26
23rd Dusk 122nd year of Ascendancy at 09:24 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By qdrasdhgkdlgjh the Dreamelf Ruined level 25
23rd Dusk 122nd year of Ascendancy at 07:53 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By qdrasdhgkdlgjh the Dreamelf Ruined level 20
10th Dusk 122nd year of Ascendancy at 21:18 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By qdrasdhgkdlgjh the Dreamelf Ruined level 30
37th Dusk 122nd year of Ascendancy at 09:24 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By qdrasdhgkdlgjh the Dreamelf Ruined level 40
60th Dusk 122nd year of Ascendancy at 16:13 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By qdrasdhgkdlgjh the Dreamelf Ruined level 50
12nd Haze 122nd year of Ascendancy at 13:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By qdrasdhgkdlgjh the Dreamelf Ruined level 21
12nd Dusk 122nd year of Ascendancy at 19:49 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By qdrasdhgkdlgjh the Dreamelf Ruined level 31
40th Dusk 122nd year of Ascendancy at 06:33 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By qdrasdhgkdlgjh the Dreamelf Ruined level 40
60th Dusk 122nd year of Ascendancy at 12:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By qdrasdhgkdlgjh the Dreamelf Ruined level 16
9th Flare 122nd year of Ascendancy at 13:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By qdrasdhgkdlgjh the Dreamelf Ruined level 10
5th Mirth 122nd year of Ascendancy at 15:26 see stats
Level 20 (Roguelike)
Got a character to level 20.By qdrasdhgkdlgjh the Dreamelf Ruined level 20
9th Dusk 122nd year of Ascendancy at 05:22 see stats
Level 30 (Roguelike)
Got a character to level 30.By qdrasdhgkdlgjh the Dreamelf Ruined level 30
36th Dusk 122nd year of Ascendancy at 04:19 see stats
Level 40 (Roguelike)
Got a character to level 40.By qdrasdhgkdlgjh the Dreamelf Ruined level 40
58th Dusk 122nd year of Ascendancy at 03:16 see stats
Level 50 (Roguelike)
Got a character to level 50.By qdrasdhgkdlgjh the Dreamelf Ruined level 50
12nd Haze 122nd year of Ascendancy at 11:07 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By qdrasdhgkdlgjh the Dreamelf Ruined level 39
57th Dusk 122nd year of Ascendancy at 15:17 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By qdrasdhgkdlgjh the Dreamelf Ruined level 35
47th Dusk 122nd year of Ascendancy at 18:52 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By qdrasdhgkdlgjh the Dreamelf Ruined level 13
3rd Summertide 122nd year of Ascendancy at 04:06 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By qdrasdhgkdlgjh the Dreamelf Ruined level 31
40th Dusk 122nd year of Ascendancy at 21:48 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By qdrasdhgkdlgjh the Dreamelf Ruined level 32
45th Dusk 122nd year of Ascendancy at 07:13 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By qdrasdhgkdlgjh the Dreamelf Ruined level 23
20th Dusk 122nd year of Ascendancy at 05:33 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By qdrasdhgkdlgjh the Dreamelf Ruined level 31
41st Dusk 122nd year of Ascendancy at 05:56 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By qdrasdhgkdlgjh the Dreamelf Ruined level 50
12nd Haze 122nd year of Ascendancy at 13:06 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By qdrasdhgkdlgjh the Dreamelf Ruined level 29
33rd Dusk 122nd year of Ascendancy at 12:06 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By qdrasdhgkdlgjh the Dreamelf Ruined level 39
57th Dusk 122nd year of Ascendancy at 04:54 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By qdrasdhgkdlgjh the Dreamelf Ruined level 35
47th Dusk 122nd year of Ascendancy at 18:52 see stats
The secret city (Roguelike)
Discovered the truth about mages.By qdrasdhgkdlgjh the Dreamelf Ruined level 40
69th Dusk 122nd year of Ascendancy at 22:05 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By qdrasdhgkdlgjh the Dreamelf Ruined level 30
36th Dusk 122nd year of Ascendancy at 21:38 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By qdrasdhgkdlgjh the Dreamelf Ruined level 12
1st Summertide 122nd year of Ascendancy at 13:32 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By qdrasdhgkdlgjh the Dreamelf Ruined level 23
21st Dusk 122nd year of Ascendancy at 15:26 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 1.24 gold pieces.
You pickup 0.65 gold pieces.
You pickup 2.74 gold pieces.
Qdrasdhgkdlgjh picks up (c.): heat beam rune (213 fire damage).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Qdrasdhgkdlgjh picks up ( .): troll-hide drakeskin leather armour of clarity (Shrouds) (5 def, 8 armour).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Qdrasdhgkdlgjh picks up (N.): infernal dragonbone starstaff of breaching (Misfortune) (136% power, 6 apr, temporal element).
Qdrasdhgkdlgjh picks up (U.): truestriking voratun greatmaul of evisceration (Misfortune) (179% power, 4 apr).
Ran for 13 turns (stop reason: interesting terrain).
Qdrasdhgkdlgjh deactivates Thunderstorm.
The furious lightning storm around qdrasdhgkdlgjh calms down and disappears.
Qdrasdhgkdlgjh is resonating with spell power!
Qdrasdhgkdlgjh deactivates Spite.
Qdrasdhgkdlgjh is resonating with mind power!
Qdrasdhgkdlgjh is no longer resonating.
Qdrasdhgkdlgjh is surging power.
Qdrasdhgkdlgjh deactivates Arcing Power.
Qdrasdhgkdlgjh is resonating with spell power!
Qdrasdhgkdlgjh is no longer resonating.
Qdrasdhgkdlgjh deactivates Feather Wind.
































































































































