
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Archmage |
Level / Exp | 126 / 68% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 8 on the 5th Mirth 122nd year of Ascendancy at 22:39 0 / 8Killed by Ivibreta the sand-drake at level 17 on the 72nd Haze 122nd year of Ascendancy at 16:07 Killed by Islatha the boiling horror at level 19 on the 3rd Decay 122nd year of Ascendancy at 23:04 Killed by Ha-ha bye-bye Valls at level 26 on the 63rd Regrowth 123rd year of Ascendancy at 08:12 Killed by Elawen the grizzly bear at level 104 on the 69th Dusk 124th year of Ascendancy at 03:52 Killed by Yvynor the storm drake hatchling at level 108 on the 79th Dusk 124th year of Ascendancy at 00:25 Killed by Zubida the giant eel at level 109 on the 1st Haze 124th year of Ascendancy at 11:35 Killed by Ha-ha bye-bye Valls at level 126 on the 29th Haze 124th year of Ascendancy at 02:50 |
Primary Stats
Strength | 94 (base 11) |
Dexterity | 41 (base 12) |
Constitution | 195 (base 136) |
Magic | 183 (base 136) |
Willpower | 176 (base 136) |
Cunning | 139 (base 110) |
Resources
Mana | 1945/1945 |
Psi | 266/266 |
Life | 3796/3796 |
Positive | 475/475 |
Equilibrium | 0 |
Healing Factor | 2.4602739726028 |
Regeneration | 10.948219178083 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 21 |
Infravision | 12 |
See Stealth | 24 |
See Invisible | 26.999999999999 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 351 |
Accuracy | 53 |
Crit Chance | 56% |
APR | 82 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 49 (35.629139072848%) |
Defense | 50 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 96 |
Spell Save | 96 |
Mental Save | 85 |
Defense: Resistances
All | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 95% |
Poison Resistance | 65% |
Blind Resistance | 95% |
Silence Resistance | 100% |
Bleed Resistance | 25% |
Teleport Resistance | 15% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 35% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1047 damage for 8 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 915 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2293% for 10 turns and instantly restoring 115 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1015 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 7/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.50 |
| 1/5 |
| 12/5 |
| 1/5 |
| 12/5 |
Spell / Air | 1.30 |
| 1/5 |
| 10/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 12/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Spell / Storm | 1.30 |
| 11/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Spell / Water | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 9/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 2/5 |
| 5/5 |
| 12/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 8/5 |
| 10/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 9/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | 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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Wake up and kill the dreaming horror boss 'Emelayawen the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 102)You completed the challenge and received: Random Artifact: Ichorvault (29.5-38.35 power, 9 apr) | done |
Wake up and kill the dreaming horror boss 'Salidheta the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 132)You completed the challenge and received: Random Artifact: Glowbane (9 def, 22 armour) | done |
Wake up and kill the dreaming horror boss 'Aeralema the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 133)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 104)You completed the challenge and received: Random Artifact: Undeathwreath | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 105)You completed the challenge and received: Random Artifact: Obsidianfame (16 def, 18 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 113)You completed the challenge and received: Random Artifact: Radiancesage (35-49 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 116)You completed the challenge and received: Random Artifact: Pyrecast (69.5-104.25 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 127) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 129)You completed the challenge and received: Random Artifact: Salyrevena (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 145)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 147)You completed the challenge and received: Random Artifact: Furnacegore of thermal psionic shield [power 263] (27 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 150)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 158)You completed the challenge and received: Random Artifact: voratun pickaxe (dig speed 23 turns) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 165)You completed the challenge and received: Random Artifact: Nightmonster (Corpses) (3 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 171)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 172)You completed the challenge and received: Random Artifact: Infernodash (Madness) (8 def, 20 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 178) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 88)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 95)You completed the challenge and received: Random Artifact: Splendoursquall (5 def, 18 armour) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 101)1 / 2 demon spawn killed. | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 120)2 / 2 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 149)2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 84)3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 111) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 114) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 128) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 138) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 139) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 140) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 166) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 118)Turns left: 0 You completed the challenge and received: Random Artifact: Shinestake | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 81)Turns left: 0 You completed the challenge and received: Random Artifact: Scabwreath (39.5-55.3 power, 6 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 89)Turns left: 0 You completed the challenge and received: Random Artifact: Unlightbrace (21/21, 13-15.6 power, 5 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 97)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 110)You completed the challenge and received: Random Artifact: Flashwaker (21-31.5 power, 4 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 121)You completed the challenge and received: Random Artifact: Ebonyterror | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 141)You completed the challenge and received: Random Artifact: Galerage of firewall [power 281] (6 cooldown) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 91)You completed the challenge and received: Random Artifact: Radiancespawn (34-47.6 power, 5 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 106)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 107)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 109)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 112)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 115)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 119)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 124)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 125)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 160)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 168) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 76)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 83)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 92)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 93)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 96)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 98) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 99)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level in less than 111 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (111) (Level 142)Turns left: 78 You completed the challenge and received: Random Artifact: Serpent's kiss (Misfortune) (13 def, 16 armour) | done |
Leave the level in less than 117 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (117) (Level 103)Turns left: -1 | failed |
Leave the level in less than 117 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (117) (Level 154)Turns left: 41 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 144 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (144) (Level 122)Turns left: 17 You completed the challenge and received: Random Artifact: Suntrail (20/20, 44.5-53.4 power, 5 apr) | done |
Leave the level in less than 156 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (156) (Level 153)Turns left: 29 You completed the challenge and received: Random Artifact: Purewend | done |
Leave the level in less than 192 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (192) (Level 100)Turns left: 77 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 201 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (201) (Level 130)Turns left: 45 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 261 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (261) (Level 174)Turns left: 55 You completed the challenge and received: Random Artifact: Dawnkiller (Corpses) (30-36 power, 6 apr, lightning element) | done |
Leave the level in less than 315 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (315) (Level 77)Turns left: 279 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 354 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (354) (Level 157)Turns left: 149 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 444 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (444) (Level 134)Turns left: 75 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 525 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (525) (Level 108)Turns left: 181 You completed the challenge and received: Random Artifact: Glimmermoon (3 def, 0 armour) | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 6041. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Runanik the Boltshear (Misfortune) (0 def, 5 armour) Runanik the Boltshear (Misfortune) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Con Changes resistances: +6% lightning Changes resistances penetration: +20% mind / +15% physical Changes damage: +24% fire Silence immunity: +44% Confusion immunity: +50% Stun/Freeze immunity: +49% Stamina each turn: +1.20 Maximum stamina: +40.00 Light radius: +5 See invisible: +3 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Isleriatira the Shimmerreaper (Misfortune) Isleriatira the Shimmerreaper (Misfortune)Powered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +14 Mag Changes resistances: +21% lightning Changes damage: +9% blight Physical save: +26 (+5 eff.) Blindness immunity: +50% Cut immunity: +25% Silence immunity: +5% Confusion immunity: +45% Spellpower: +34 (+7 eff.) Light radius: +13 See stealth: +24 See invisible: +24 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Glyyavea' (Nightmares) (0 def, 5 armour) voratun helm 'Glyyavea' (Nightmares) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +10 Dex / +5 Mag / +14 Wil Changes resistances: +11% blight / +25% darkness Changes resistances penetration: +20% acid Changes damage: +15% blight / +20% arcane / +9% acid Grants telepathy: All Mental save: +14 (+2 eff.) Maximum life: +20.00 Maximum stamina: +25.00 Spell crit. chance: +5% Infravision radius: +12 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dragonbone wand of conjuration 'Emima' (Corpses) [power 487] (10 cooldown) dragonbone wand of conjuration 'Emima' (Corpses) [power 487] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Damage when hit (Melee): 40 arcane Changes resistances: +15% lightning / +15% fire / +12% blight / +18% cold Changes resistances penetration: +15% mind Changes damage: +18% mind / +9% arcane Blindness immunity: +30% Disease immunity: +25% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +16 Only die when reaching: -60.00 life Maximum vim: +20.00 Spell crit. chance: +4% Curse of Corpses It can be used to fire a bolt of a random element with (base) damage 244 to 487, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of the Dead (Misfortune) Ring of the Dead (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | Lisumira the voratun ring (Misfortune) Lisumira the voratun ring (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +10 Con Changes resistances: +40% acid Changes resistances penetration: +15% temporal Changes damage: +20% acid / +6% arcane / +3% blight Spell save: +6 (+1 eff.) Poison immunity: +15% Silence immunity: +25% Life regen: +1.60 Vim when firing critical spell: +2.00 Maximum life: +94.00 Maximum mana: +40.00 Healing mod.: +30% Curse of Misfortune Rings can have magical properties. |
Around waist | Thunderbreacher the drakeskin leather belt (Nightmares) Thunderbreacher the drakeskin leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30 arcane resource burn * Slows global speed by 60% Damage when hit (Melee): 16 lightning Changes stats: +5 Wil / +6 Cun / +6 Con Changes resistances: +4% physical / +18% light / +12% temporal Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +73 (+13 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Disease immunity: +20% Disarm immunity: +25% Pinning immunity: +20% Teleport immunity: +15% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 Curse of Nightmares A belt that goes around your waist. |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 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 (+9 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 1/200. 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." |
On hands | Ulithad the Lightmarrow (Misfortune) (6 def, 11 armour) Ulithad the Lightmarrow (Misfortune) (6 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+8 eff.) Armour penetration: +15 Physical crit. chance: +4.0% Armour: +11 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 15 lightning Changes stats: +6 Str / +4 Dex / +3 Wil / +7 Cun / +6 Con Changes resistances: +10% lightning Changes resistances penetration: +10% physical Changes damage: +10% lightning / +15% blight Physical save: +29 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +19 (+3 eff.) Disarm immunity: +50% Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Arcfury (Misfortune) (5 def, 0 armour) Arcfury (Misfortune) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 40 arcane resource burn Changes stats: +3 Str / +1 Dex / +2 Cun / +10 Con Changes resistances: +30% lightning / +3% fire / +39% mind / +28% darkness Changes resistances penetration: +15% nature / +25% lightning Changes damage: +20% lightning / +20% nature Reduces incoming crit damage: 10.00% Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +40 (+8 eff.) Poison immunity: +50% Disease immunity: +39% Light radius: +2 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Nigozilagar the Moldquill (Madness) (3 def, 0 armour) Nigozilagar the Moldquill (Madness) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 12 nature / 8 blight Changes stats: +6 Str / +4 Mag / +6 Con Changes resistances: +17% blight / +3% physical / +26% nature Changes resistances penetration: +10% blight Changes damage: +9% arcane / +6% physical Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Physical save: +15 (+3 eff.) Spell save: +39 (+7 eff.) Life regen: +2.60 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +152.00 Healing mod.: +40% 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 has been sent to the Item's Vault. |
Around neck | voratun amulet 'Darkwinnow' (Shrouds) voratun amulet 'Darkwinnow' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Con Changes resistances: +15% mind / +3% physical Changes resistances penetration: +15% arcane Changes damage: +9% darkness Spell save: +50 (+9 eff.) Mental save: +9 (+1 eff.) Blindness immunity: +15% Silence immunity: +45% Disarm immunity: +30% Pinning immunity: +15% Curse of Shrouds Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 522) healing infusion of the wizard (heal 522)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 522 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the sneak (+27 for 12 turns, die at -1261) heroism infusion of the sneak (+27 for 12 turns, die at -1261)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 27 for 12 turns. While Heroism is active, you will only die when reaching -1261 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+24 for 9 turns, die at -1034) heroism infusion of the sneak (+24 for 9 turns, die at -1034)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 24 for 9 turns. While Heroism is active, you will only die when reaching -1034 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 13 turns, die at -1072) heroism infusion of the warrior (+21 for 13 turns, die at -1072)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 21 for 13 turns. While Heroism is active, you will only die when reaching -1072 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 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. |
heroism infusion of the wizard (+32 for 9 turns, die at -884) heroism infusion of the wizard (+32 for 9 turns, die at -884)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 32 for 9 turns. While Heroism is active, you will only die when reaching -884 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 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. |
insidious poison infusion of the sneak (110 nature damage, 59% healing reduction) insidious poison infusion of the sneak (110 nature damage, 59% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 109.83 nature damage per turn for 7 turns, and reducing the target's healing received by 59%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (771% speed; 6 turns) movement infusion of the duelist (771% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (914% speed; 7 turns) movement infusion of the psychic (914% speed; 7 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 914% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1092% speed; 8 turns) movement infusion of the sneak (1092% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1092% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (976% speed; 9 turns) movement infusion of the warrior (976% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 976% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the wizard (heal 1134 over 5 turns) regeneration infusion of the wizard (heal 1134 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1134 life over 5 turns. 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. |
sun infusion of the psychic (rad 8; power 86; turns 3; dispels darkness) sun infusion of the psychic (rad 8; power 86; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 43). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 86) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 8; power 91; turns 4; dispels darkness) sun infusion of the titan (rad 8; power 91; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 46). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 91) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 9; power 88; turns 3; dispels darkness) sun infusion of the wizard (rad 9; power 88; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 44). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 88) for 3 turns. 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. |
sun infusion of the wizard (rad 9; power 88; turns 4; dispels darkness) sun infusion of the wizard (rad 9; power 88; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 44). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 88) for 4 turns. 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. |
sun infusion of the wizard (rad 10; power 88; turns 5; dispels darkness) sun infusion of the wizard (rad 10; power 88; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 44). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 88) for 5 turns. 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. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Rune of the Rift (854.00 temporal damage, removed from time 4 turns) Rune of the Rift (854.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 930.86 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 16) controlled phase door rune of the sneak (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. 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. |
controlled phase door rune of the titan (range 20) controlled phase door rune of the titan (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 20. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 15) controlled phase door rune of the warrior (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 15) controlled phase door rune of the warrior (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 15) controlled phase door rune of the warrior (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (1112 fire damage) heat beam rune of the titan (1112 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: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1111.68 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1589% regen over 10 turns; 79 instant mana) manasurge rune (1589% regen over 10 turns; 79 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1455% regen over 10 turns; 73 instant mana) manasurge rune (1455% regen over 10 turns; 73 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1455% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1409% regen over 10 turns; 70 instant mana) manasurge rune (1409% regen over 10 turns; 70 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1409% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 17; power 54; dur 6) phase door rune of the warrior (range 17; power 54; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 416 for 7 turns) shielding rune (absorb 416 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 416 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 (absorb 462 for 8 turns) shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 462 damage for 8 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 wizard (absorb 936 for 8 turns) shielding rune of the wizard (absorb 936 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 936 damage for 8 turns. 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. |
teleportation rune of the psychic (range 279) teleportation rune of the psychic (range 279)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 279 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 185) teleportation rune of the warrior (range 185)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 185 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 264) teleportation rune of the wizard (range 264)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 264 with a minimum range of 15. 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. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Arthytar the Dazzlemark (Misfortune) Arthytar the Dazzlemark (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 28 light Changes stats: +12 Mag Changes resistances: +9% mind Changes resistances penetration: +20% arcane / +5% light Changes damage: +8% lightning / +8% temporal / +8% light / +8% fire / +7% acid / +18% physical / +6% mind / +8% cold / +15% arcane / +8% darkness Grants telepathy: Humanoid/Orc Spellpower: +12 (+2 eff.) Spell crit. chance: +11% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +2 Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
Frost Lord's Chain (Madness) 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 (+2 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. |
Galuletar the voratun amulet (Misfortune) Galuletar the voratun amulet (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight / 16 mind Changes stats: +10 Mag / +4 Wil / +5 Cun / +10 Con Changes resistances: +11% arcane / +9% blight Changes resistances penetration: +20% arcane Changes damage: +12% arcane / +15% mind Psi when hit: +0.44 Maximum psi: +110.00 See invisible: +12 Curse of Misfortune Amulets can have magical properties. |
Getorin (Madness) Getorin (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Physical power: +10 (+2 eff.) Armour: +8 Damage when hit (Melee): 12 mind Changes stats: +5 Str Changes resistances: +9% acid / +15% cold / +9% lightning Changes damage: +10% physical Spell save: +40 (+7 eff.) Mental save: +72 (+14 eff.) Silence immunity: +30% Knockback immunity: +25% Only die when reaching: -60.00 life Maximum stamina: +15.00 Mindpower: +16 (+4 eff.) Combat speed: +10% Curse of Madness Amulets can have magical properties. |
Kilnreign (Madness) Kilnreign (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +3 Dex / +12 Mag / +2 Con Changes resistances: +3% physical Changes resistances penetration: +45% blight Changes damage: +15% blight / +21% fire Critical mult.: +19.00% Physical save: +21 (+4 eff.) Spell save: +28 (+5 eff.) Mental save: +25 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +13 (+3 eff.) Infravision radius: +5 Curse of Madness Amulets can have magical properties. |
Limmir's Amulet of the Moon (Corpses) Limmir's Amulet of the Moon (Corpses)0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 100 fire Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +10% all / +20% fire Reduces incoming crit damage: 23.00% Pinning immunity: +50% Maximum life: +60.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +2 Curse of Corpses Amulets can have magical properties. |
Tasayon (Nightmares) Tasayon (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +25% arcane / +20% blight Changes damage: +10% blight / +10% fire Critical mult.: +15.00% Spell save: +30 (+5 eff.) Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+2 eff.) Curse of Nightmares Amulets can have magical properties. |
Unflinching Eye (Shrouds) Unflinching Eye (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass (Nightmares) Zemekkys' Broken Hourglass (Nightmares)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 Nightmares It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 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. |
Zeyon the stralite amulet (Madness) Zeyon the stralite amulet (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +4.0% Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 acid / 12 blight Changes stats: +4 Mag Changes resistances: +18% acid Changes resistances penetration: +20% acid Teleport immunity: +50% Only die when reaching: -140.00 life Maximum stamina: +25.00 Spell crit. chance: +4% Damage Shield penetration: +30% Curse of Madness It can be used to teleport you randomly (rad 55), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
clarifying stralite amulet of manastreaming (Madness) clarifying stralite amulet of manastreaming (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +24% mind Confusion immunity: +44% Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Curse of Madness Amulets can have magical properties. |
protective voratun amulet of constitution (+10) (Misfortune) protective voratun amulet of constitution (+10) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +11 (+4 eff.) Changes stats: +10 Con Changes resistances cap: +7% all Physical save: +27 (+5 eff.) Curse of Misfortune Amulets can have magical properties. |
serendipitous voratun amulet of murder (Misfortune) serendipitous voratun amulet of murder (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +24 (+8 eff.) Armour penetration: +20 Defense: +17 (+6 eff.) Changes stats: +14 Lck Critical mult.: +19.00% Reduce all damage from unseen attackers: 20% Curse of Misfortune Amulets can have magical properties. |
stabilizing voratun amulet of perfection (0.40 Spell / Earth,0.40 Technique / Combat training) (Shrouds) stabilizing voratun amulet of perfection (0.40 Spell / Earth,0.40 Technique / Combat training) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% temporal Talent masteries: +0.40 Technique / Combat training +0.40 Spell / Earth Pinning immunity: +50% Knockback immunity: +50% Curse of Shrouds Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.34 Spell / Storm,0.34 Celestial / Light) (Nightmares) vitalizing stralite amulet of perfection (0.34 Spell / Storm,0.34 Celestial / Light) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.34 Spell / Storm +0.34 Celestial / Light Physical save: +11 (+2 eff.) Life regen: +0.60 Maximum life: +34.00 Curse of Nightmares Amulets can have magical properties. |
vitalizing stralite amulet of vision (Corpses) vitalizing stralite amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +13 (+3 eff.) Blindness immunity: +34% Life regen: +2.30 Maximum life: +56.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Curse of Corpses Amulets can have magical properties. |
voratun amulet (Madness) voratun amulet (Madness)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Madness Amulets can have magical properties. |
wanderer's stralite amulet of perfection (0.34 Technique / Conditioning,0.34 Spell / Temporal) (Shrouds) wanderer's stralite amulet of perfection (0.34 Technique / Conditioning,0.34 Spell / Temporal) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Talent masteries: +0.34 Technique / Conditioning +0.34 Spell / Temporal Life regen: +1.00 Stamina each turn: +1.30 Movement speed: +10% Curse of Shrouds Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adowen the Charshaper (Misfortune) Adowen the Charshaper (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Damage when hit (Melee): 12 mind / 12 fire Changes stats: +8 Cun / +4 Wil Changes resistances: +9% lightning / +18% cold / +30% light Changes damage: +12% arcane Reduces incoming crit damage: 15.00% Mental save: +61 (+12 eff.) Mana each turn: +0.20 Damage Shield penetration: +80% Curse of Misfortune Rings can have magical properties. |
Armurohek (Corpses) Armurohek (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +17 Armour: +11 Defense: +16 (+6 eff.) Damage when hit (Melee): 8 temporal Changes stats: +10 Wil Mental save: +35 (+7 eff.) Confusion immunity: +42% Life regen: +1.90 Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum life: +99.00 Healing mod.: +25% Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Betota the voratun ring (Shrouds) Betota the voratun ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +5.0% Physical power: +21 (+4 eff.) Changes stats: +10 Str / +3 Wil / +4 Cun / +9 Con Changes resistances: +6% acid Changes damage: +6% mind Critical mult.: +6.00% Physical save: +20 (+4 eff.) Disarm immunity: +50% Pinning immunity: +39% Knockback immunity: +50% Life regen: +1.80 Stamina each turn: +0.60 Psi when hit: +0.12 Maximum life: +139.00 Maximum psi: +30.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +3% Healing mod.: +29% Curse of Shrouds Rings can have magical properties. |
Cobradare (Shrouds) Cobradare (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 16 nature Changes stats: +3 Dex / +11 Mag / +8 Wil / +4 Cun Changes resistances: +30% acid / +6% light / +26% cold / +30% fire / +15% nature / +27% lightning Changes resistances penetration: +10% nature / +15% light Changes damage: +18% nature / +9% darkness / +9% light / +8% all Spellpower: +29 (+6 eff.) Mindpower: +19 (+5 eff.) See invisible: +9 Curse of Shrouds Rings can have magical properties. |
Gevor (Madness) Gevor (Madness)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Damage when hit (Melee): 16 temporal Changes stats: +8 Str / +8 Mag / +8 Wil / +16 Cun / +4 Con Reduces incoming crit damage: 15.00% Life regen: +1.40 Maximum life: +99.00 Spellpower: +11 (+2 eff.) Mindpower: +14 (+4 eff.) Light radius: +1 Healing mod.: +30% Curse of Madness Rings can have magical properties. |
Purewend (Shrouds) Purewend (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +34 (+7 eff.) Damage when hit (Melee): 8 blight / 4 nature / 4 arcane / 20 mind Changes stats: +10 Str / +10 Mag / +9 Con Changes resistances: +6% nature Changes resistances penetration: +15% blight / +15% mind / +35% arcane Changes damage: +6% all / +9% fire Grants telepathy: Humanoid/Orc Spell save: +32 (+6 eff.) Mental save: +33 (+6 eff.) Psi when hit: +0.08 Mana when firing critical spell: +3.00 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+4 eff.) Spell crit. chance: +3% Mindpower: +22 (+5 eff.) Curse of Shrouds Rings can have magical properties. |
conjurer's stralite ring of warding (Madness) conjurer's stralite ring of warding (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +24% acid / +25% fire / +24% lightning / +24% cold Spellpower: +13 (+3 eff.) Curse of Madness Rings can have magical properties. |
conjurer's voratun ring of warding (Shrouds) conjurer's voratun ring of warding (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +26% acid / +30% fire / +22% lightning / +30% cold Spellpower: +15 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
painweaver's voratun ring of warding (Corpses) painweaver's voratun ring of warding (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes resistances: +25% acid / +30% fire / +30% lightning / +30% cold Changes damage: +8% all Spellpower: +13 (+3 eff.) Mindpower: +20 (+5 eff.) Curse of Corpses Rings can have magical properties. |
painweaver's voratun ring of warding (Misfortune) painweaver's voratun ring of warding (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes resistances: +27% acid / +22% fire / +27% lightning / +29% cold Changes damage: +8% all Spellpower: +19 (+4 eff.) Mindpower: +20 (+5 eff.) Curse of Misfortune Rings can have magical properties. |
pixie's voratun ring of power (Corpses) pixie's voratun ring of power (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +8 Cun / +8 Mag Spellpower: +28 (+6 eff.) Mindpower: +15 (+4 eff.) Curse of Corpses Rings can have magical properties. |
pixie's voratun ring of warding (Madness) pixie's voratun ring of warding (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Mag Changes resistances: +30% acid / +30% fire / +28% lightning / +22% cold Spellpower: +15 (+3 eff.) Curse of Madness Rings can have magical properties. |
treant's stralite ring of power (Shrouds) treant's stralite ring of power (Shrouds)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +13% nature / +13% blight Poison immunity: +26% Disease immunity: +26% Spellpower: +13 (+3 eff.) Mindpower: +13 (+3 eff.) Curse of Shrouds Rings can have magical properties. |
voratun ring (Madness) voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings can have magical properties. |
Salimira the Lightsear (Nightmares) (57.5-86.25 power, 4 apr) Salimira the Lightsear (Nightmares) (57.5-86.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to inflict 15% damage reduction * 28% chance to disease * 20% chance to curse the target Damage (Melee): +84 insidious poison / +28 light / +28 blight / +12 nature Burst (radius 1) on hit: +8 lightning When wielded/worn: Changes resistances penetration: +25% light / +20% nature Spell save: +6 (+1 eff.) Mental save: +66 (+13 eff.) Blindness immunity: +15% Disease immunity: +43% Cut immunity: +30% Confusion immunity: +10% Curse of Nightmares Massive two-handed battleaxes. |
Chargesmash the voratun dagger (Corpses) (46-59.8 power, 9 apr) Chargesmash the voratun dagger (Corpses) (46-59.8 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 31% chance to inflict 15% damage reduction * 20% chance to daze at end of turn * 20% chance to curse the target Damage (Melee): +8 acid When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 45% chance to blind * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 lightning / 12 temporal Changes resistances: +6% light / +6% lightning Changes resistances penetration: +10% light / +10% temporal Changes damage: +15% temporal Curse of Corpses Sharp, short and deadly. |
Islumira the Nightstinger (Shrouds) (38.5-50.05 power, 9 apr) Islumira the Nightstinger (Shrouds) (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * disrupts spell-casting * 25% chance to put talents on cooldown Damage against: +24% Unnatural When wielded/worn: Armour penetration: +12 Physical crit. chance: +8.0% Effects on melee hit: * 67% chance to inflict 15% damage reduction Changes stats: +3 Wil Changes resistances: +12% mind Changes resistances penetration: +5% mind Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +26.00% Mental crit. chance: +6% Curse of Shrouds Sharp, short and deadly. |
Shockclash the voratun dagger (Madness) (39-50.7 power, 9 apr) Shockclash the voratun dagger (Madness) (39-50.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +12 arcane When wielded/worn: Accuracy: +26 (+9 eff.) Defense: +11 (+4 eff.) Damage when hit (Melee): 16 lightning / 12 physical Changes stats: +4 Str / +4 Con Physical save: +50 (+9 eff.) Disarm immunity: +40% Mana when firing critical spell: +3.00 Maximum life: +70.00 Maximum mana: +173.00 Spellpower: +8 (+2 eff.) Curse of Madness Sharp, short and deadly. |
Emelyba (Shrouds) (65.5-98.25 power, 4 apr) Emelyba (Shrouds) (65.5-98.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 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: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +21 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes resistances: +24% acid / +3% temporal / +33% cold / +30% fire / +6% nature / +20% lightning Changes resistances penetration: +10% mind / +21% physical Changes damage: +6% mind / +21% physical Grants telepathy: All Critical mult.: +5.00% Spell save: +37 (+7 eff.) Curse of Shrouds Massive two-handed mauls. |
Moldblow the voratun greatmaul (Nightmares) (69.5-104.25 power, 4 apr) Moldblow the voratun greatmaul (Nightmares) (69.5-104.25 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +16 nature / +4 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Armour penetration: +20 Physical crit. chance: +17.0% Defense: +15 (+5 eff.) Ranged Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes resistances: +18% light / +6% fire Critical mult.: +28.00% Mental save: +12 (+2 eff.) Disarm immunity: +10% Confusion immunity: +20% Curse of Nightmares Massive two-handed mauls. |
Malogorn the Lightningzeal (Misfortune) (44-61.6 power, 6 apr) Malogorn the Lightningzeal (Misfortune) (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 88% chance to cause random gloom * 88% chance to daze at end of turn * 80% chance to blind On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +16 light / +64 darkness Burst (radius 2) on crit: +16 lightning When wielded/worn: Damage when hit (Melee): 24 mind / 12 lightning Changes resistances: +15% lightning / +15% mind Changes resistances penetration: +35% darkness Changes damage: +12% light Light radius: +4 Curse of Misfortune Sharp, long, and deadly. |
Polora (Madness) (61-85.4 power, 6 apr) Polora (Madness) (61-85.4 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% nature / +12% blight Changes resistances penetration: +39% acid Changes damage: +9% acid / +3% mind Grants telepathy: All Spell save: +12 (+2 eff.) Mental save: +30 (+6 eff.) Life regen: +2.50 Curse of Madness Blunt and deadly. |
voratun mace 'Curewinnow' (Nightmares) (44-61.6 power, 6 apr) voratun mace 'Curewinnow' (Nightmares) (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +30% Undead When wielded/worn: Armour: +12 Defense: +15 (+5 eff.) Ranged Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 60% Changes resistances: +12% darkness / +15% lightning Changes resistances penetration: +25% nature Mental save: +40 (+8 eff.) Blindness immunity: +25% Poison immunity: +95% Disease immunity: +40% Silence immunity: +35% Stun/Freeze immunity: +25% Curse of Nightmares Blunt and deadly. |
Aruriawe the Hellstreaker (Misfortune) (30-36 power, 6 apr, darkness element) Aruriawe the Hellstreaker (Misfortune) (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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% Burst (radius 1) on hit: +8 blight When wielded/worn: Defense: +30 (+10 eff.) Effects on melee hit: * 36% chance to blind Changes stats: +7 Str / +8 Dex / +6 Con Changes resistances: +12% blight / +9% fire Changes damage: +30% darkness / +9% blight Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Life regen: +1.90 Mana when firing critical spell: +1.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +5% Light radius: +10 See invisible: +12 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 170.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
Betylaith the Starwyrd (Corpses) (25-30 power, 5 apr, arcane element) Betylaith the Starwyrd (Corpses) (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +21.0% Physical power: +13 (+2 eff.) Damage (Melee): 39 arcane Damage when hit (Melee): 20 arcane Changes stats: +2 Str / +13 Mag / +1 Wil / +1 Cun Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Reduces incoming crit damage: 5.00% Maximum mana: +100.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +21% Light radius: +2 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Branayanarimnir the Magmaknave (Misfortune) (20-24 power, 4 apr, darkness element) Branayanarimnir the Magmaknave (Misfortune) (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 60% chance to cause random gloom * 30 arcane resource burn * Slows global speed by 20% When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +16.0% Physical power: +11 (+2 eff.) Changes stats: +2 Cun / +5 Con Changes resistances: +3% lightning / +15% fire / +9% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +28.00% Life regen: +1.40 Equilibrium when hit: +0.12 Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +7% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Glowfear the dragonbone magestaff (Nightmares) (30-36 power, 8 apr, lightning element) Glowfear the dragonbone magestaff (Nightmares) (30-36 power, 8 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +12 physical When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to disease Damage (Melee): 32 fire Damage when hit (Melee): 4 light Changes resistances: +6% darkness Changes damage: +30% lightning / +6% light Talent granted: +1 Command Staff Critical mult.: +41.00% Mental save: +6 (+1 eff.) Disease immunity: +15% Disarm immunity: +5% Stamina each turn: +0.80 Vim when firing critical spell: +6.00 Maximum vim: +39.00 Spellpower: +44 (+8 eff.) Spell crit. chance: +5% See invisible: +20 Healing mod.: +20% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (Corpses) (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (Corpses) (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+6 eff.) Spell crit. chance: +14% Curse of Corpses This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Sparkstreak the dragonbone starstaff (Corpses) (30-36 power, 9 apr, light element) Sparkstreak the dragonbone starstaff (Corpses) (30-36 power, 9 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +12 lightning / +24 physical When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Damage when hit (Melee): 20 blight Changes stats: +10 Mag / +8 Cun / +11 Con Changes resistances: +15% light Changes damage: +30% light / +9% arcane Talent granted: +1 Command Staff Critical mult.: +24.00% Physical save: +30 (+6 eff.) Mana each turn: +0.40 Vim when firing critical spell: +8.00 Maximum mana: +100.00 Maximum vim: +50.00 Maximum neg.energy: +48.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Healing mod.: +15% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (Madness) (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (Madness) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Maximum mana: +0.00 Spellpower: +20 (+4 eff.) Curse of Madness It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Yaredendil the Cloudreaper (Misfortune) (30-36 power, 6 apr, cold element) Yaredendil the Cloudreaper (Misfortune) (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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% Burst (radius 1) on hit: +12 lightning When wielded/worn: Defense: +25 (+9 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +6 Cun Changes resistances: +9% acid Changes resistances penetration: +15% cold Changes damage: +21% acid / +9% temporal / +30% cold Grants telepathy: Dragon Humanoid/Orc Talent granted: +1 Command Staff Mental save: +9 (+1 eff.) Mana each turn: +0.36 Hate when firing a critical mind attack: +7.00 Maximum mana: +80.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +5% Mental crit. chance: +2% Damage Shield penetration: +42% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Ebonystreak' (Nightmares) (30-36 power, 6 apr, physical element) dragonbone magestaff 'Ebonystreak' (Nightmares) (30-36 power, 6 apr, physical element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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% On weapon hit: * 20% chance to inflict 15% damage reduction When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 48 arcane resource burn * 60% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +13 Con Changes resistances: +6% acid / +15% blight / +12% arcane / +3% lightning Changes resistances penetration: +15% darkness Changes damage: +6% fire / +9% darkness / +30% physical Talent granted: +1 Command Staff Critical mult.: +18.00% Spell save: +6 (+1 eff.) Life regen: +3.90 Spellpower: +34 (+7 eff.) Spell crit. chance: +5% Healing mod.: +59% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Torydor' (Misfortune) (30-36 power, 6 apr, lightning element) dragonbone magestaff 'Torydor' (Misfortune) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses 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% Damage (Melee): +20 arcane When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +9 Str / +6 Mag / +5 Cun Changes resistances: +9% mind Changes resistances penetration: +15% arcane Changes damage: +30% lightning / +21% blight Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spell save: +30 (+5 eff.) Vim when firing critical spell: +6.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +3 Defense after a teleport: +28 Resist all after a teleport: +28% New effects duration reduction after a teleport: +28% Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 170.13 light damage. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of wizardry (Nightmares) (30-36 power, 6 apr, lightning element) magewarrior's short dragonbone magestaff of wizardry (Nightmares) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Changes stats: +6 Mag / +5 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +42.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +9% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Cyrevea the Skywreck (Shrouds) (41.5-58.1 power, 6 apr) Cyrevea the Skywreck (Shrouds) (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * 25% chance for lightning to arc to a second target Damage (Melee): +15 lightning / +28 blight Burst (radius 2) on crit: +16 nature / +16 lightning When wielded/worn: Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 16 blight Changes stats: +8 Dex / +4 Mag Changes resistances: +33% lightning Changes damage: +12% lightning Spell save: +70 (+12 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +24 Infravision radius: +4 See invisible: +18 Curse of Shrouds One-handed war axes. |
Blindreign the drakeskin leather belt (Nightmares) Blindreign the drakeskin leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 light Changes stats: +4 Str / +5 Dex Changes resistances penetration: +49% physical Changes damage: +44% physical Critical mult.: +15.00% Curse of Nightmares A belt that goes around your waist. |
Chileran the Jetbrand (Madness) Chileran the Jetbrand (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% light / +10% fire / +6% darkness / +11% cold Changes resistances penetration: +20% darkness Changes damage: +6% darkness Light radius: +3 Curse of Madness A belt that goes around your waist. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory (Misfortune) Neira's Memory (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Misfortune It can be used to surround yourself with a magical shield (strength 557, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Sunstun (Nightmares) Sunstun (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +4 Effects on melee hit: * 30% chance to blind * 45% chance to inflict 15% damage reduction Changes stats: +3 Mag Changes resistances: +8% acid / +3% physical / +23% cold / +22% fire / +10% lightning Changes resistances penetration: +35% light / +10% physical Critical mult.: +15.00% Spell save: +12 (+2 eff.) Spellpower: +14 (+3 eff.) Curse of Nightmares A belt that goes around your waist. |
drakeskin leather belt 'Splendourmight' (Nightmares) drakeskin leather belt 'Splendourmight' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +4 Con Changes resistances: +33% fire / +15% darkness / +14% cold Changes resistances penetration: +20% light / +30% lightning Changes damage: +12% light Spell save: +12 (+2 eff.) Blindness immunity: +20% Cut immunity: +35% Silence immunity: +25% Teleport immunity: +30% Curse of Nightmares A belt that goes around your waist. |
drakeskin leather belt 'Windbright' (Shrouds) drakeskin leather belt 'Windbright' (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 8 arcane Changes stats: +12 Dex / +2 Wil / +10 Cun / +10 Lck Changes resistances penetration: +20% nature Critical mult.: +30.00% Trap disarming bonus: +30 Stealth bonus: +15 Mental save: +10 (+2 eff.) Life regen: +3.40 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Mental crit. chance: +15% Infravision radius: +6 Healing mod.: +24% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A belt that goes around your waist. |
monstrous hardened leather belt of the giants (Misfortune) monstrous hardened leather belt of the giants (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +5 Str / +5 Con Physical save: +10 (+2 eff.) Spell save: +11 (+2 eff.) Size category: +2 Curse of Misfortune A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of magery (Madness) spiritwalker's drakeskin leather belt of magery (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Mag / +5 Wil Mana each turn: +0.12 Maximum mana: +47.00 Spell crit. chance: +4% Curse of Madness A belt that goes around your waist. |
Ethereal Embrace (Shrouds) (10 def, 0 armour) Ethereal Embrace (Shrouds) (10 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Shrouds It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 331.32 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
Frozen Shroud (Nightmares) (12 def, 0 armour) Frozen Shroud (Nightmares) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all Curse of Nightmares It can be used to release a radius 4 chilling blast, instantly dealing 1054.56 cold damage and condensing the air into freezing vapors that deal 351.52 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Glimmermoon (Nightmares) (3 def, 0 armour) Glimmermoon (Nightmares) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 16 light Changes stats: +11 Str / +1 Dex / +1 Mag / +7 Wil / +1 Cun / +12 Con Changes resistances: +9% acid / +9% light / +9% lightning / +25% fire / +9% mind / +10% cold Changes resistances penetration: +20% fire Changes damage: +6% light Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Physical save: +12 (+2 eff.) Maximum life: +109.00 Light radius: +4 Infravision radius: +2 See invisible: +3 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Magmapall (Corpses) (27 def, 6 armour) Magmapall (Corpses) (27 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +27 (+9 eff.) Ranged Defense: +15 (+4 eff.) Changes stats: +4 Dex / +3 Mag / +4 Cun / +2 Con Changes resistances: +20% light / +20% blight / +27% fire / +20% nature / +6% mind Changes resistances penetration: +10% blight Stealth bonus: +15 Blindness immunity: +15% Poison immunity: +10% Disease immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +10% Life regen: +3.00 Infravision radius: +4 See invisible: +9 Healing mod.: +28% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Neruwyn (Shrouds) (3 def, 13 armour) Neruwyn (Shrouds) (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +3 Wil / +8 Mag Changes resistances: +30% cold Changes resistances penetration: +15% acid Changes damage: +18% temporal Critical mult.: +41.00% Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +120.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightkill (Shrouds) (3 def, 8 armour) Nightkill (Shrouds) (3 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +4 Str Changes resistances: +18% acid / +15% cold Changes resistances penetration: +20% darkness Critical mult.: +21.00% Spell save: +11 (+2 eff.) Mental save: +27 (+5 eff.) Poison immunity: +30% Silence immunity: +15% Disarm immunity: +30% Stamina each turn: +0.80 Maximum life: +90.00 Mindpower: +10 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightmonster (Corpses) (3 def, 6 armour) Nightmonster (Corpses) (3 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 4 mind Changes resistances: +3% nature / +6% fire / +15% cold / +3% mind / +5% arcane Changes resistances penetration: +15% arcane / +5% darkness Changes damage: +13% arcane / +3% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +33.00% Spell save: +42 (+7 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +5% Cut immunity: +5% Disarm immunity: +10% Knockback immunity: +10% Teleport immunity: +10% Life regen: +0.20 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Only die when reaching: -20.00 life Maximum life: +20.00 Maximum mana: +79.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +2% 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. |
Pusire the elven-silk cloak (Nightmares) (20 def, 0 armour) Pusire the elven-silk cloak (Nightmares) (20 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Ranged Defense: +17 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +9 Mag / +12 Wil / +6 Cun Changes resistances: +25% darkness / +9% nature Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +9% nature Stealth bonus: +25 Spell save: +40 (+7 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +10% Cut immunity: +15% Silence immunity: +15% Disarm immunity: +10% Only die when reaching: -40.00 life Spell crit. chance: +8% Mental crit. chance: +8% 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. |
spellcowled elven-silk cloak of conjuring (Corpses) (3 def, 0 armour) spellcowled elven-silk cloak of conjuring (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +11% arcane Changes damage: +10% arcane Critical mult.: +15.00% Spell save: +7 (+1 eff.) Maximum mana: +139.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% 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. |
Cloudlord the elven-silk robe (Shrouds) (5 def, 0 armour) Cloudlord the elven-silk robe (Shrouds) (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% lightning / +19% physical / +5% arcane / +15% temporal Changes resistances penetration: +5% lightning Changes damage: +19% physical / +9% temporal / +16% all Mana each turn: +0.38 Maximum mana: +94.00 Spellpower: +45 (+8 eff.) Spell crit. chance: +13% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
Temporal Augmentation Robe - Designed In-Style (Shrouds) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Shrouds) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) Curse of Shrouds It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's elven-silk robe of life (Corpses) (5 def, 0 armour) dreamer's elven-silk robe of life (Corpses) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +20% blight / +30% mind / +30% darkness Physical save: +20 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +37 (+7 eff.) Life regen: +6.00 Maximum life: +93.00 Healing mod.: +30% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of power (Shrouds) (5 def, 0 armour) dreamer's elven-silk robe of power (Shrouds) (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 resistances: +26% mind / +30% darkness Changes damage: +19% all Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +36 (+7 eff.) Spellpower: +20 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Squaloronslaught' (Nightmares) (5 def, 0 armour) elven-silk robe 'Squaloronslaught' (Nightmares) (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 36 blight / 28 mind Changes stats: +4 Mag / +4 Wil / +10 Con Changes resistances: +18% mind Changes resistances penetration: +35% blight / +25% nature / +20% mind Changes damage: +17% nature / +15% darkness Spell save: +12 (+2 eff.) Poison immunity: +50% Disease immunity: +50% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +120.00 Maximum vim: +60.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adelerin the pair of voratun boots (Nightmares) (24 def, 21 armour) Adelerin the pair of voratun boots (Nightmares) (24 def, 21 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+3 eff.) Armour: +21 Defense: +24 (+8 eff.) Fatigue: +4% Damage when hit (Melee): 24 mind / 20 physical Changes stats: +3 Str / +5 Cun / +7 Con Changes resistances penetration: +25% mind Grants telepathy: Demon/Minor Demon/Major Life regen: +0.80 Maximum stamina: +20.00 Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 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 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arita the Murkslice (Nightmares) (0 def, 5 armour) Arita the Murkslice (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +10 Str / +6 Wil / +16 Con Changes resistances: +15% lightning / +21% temporal / +8% arcane / +4% physical Changes resistances penetration: +10% physical Changes damage: +9% acid / +9% physical / +3% darkness Reduces incoming crit damage: 10.00% Blindness immunity: +5% Disease immunity: +10% Cut immunity: +5% Knockback immunity: +15% Mindpower: +9 (+2 eff.) 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: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 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. |
Barydoran the Flarescar (Corpses) (0 def, 5 armour) Barydoran the Flarescar (Corpses) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +25% temporal / +30% darkness / +8% arcane Changes resistances penetration: +20% fire / +17% temporal / +20% arcane / +19% darkness Changes damage: +9% blight Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Movement speed: +20% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +24% Curse of Corpses A pair of boots made of leather. |
Shifting Boots (Misfortune) (7 def, 1 armour) Shifting Boots (Misfortune) (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+3 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Misfortune It can be used to blink to a nearby random location within range 19 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Wanderer's Rest (Madness) (4 def, 0 armour) Wanderer's Rest (Madness) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Madness It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots of uncanny dodging (Corpses) (10 def, 5 armour)blood-soaked pair of drakeskin leather boots of uncanny dodging (Corpses) (10 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Curse of Corpses A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of spellbinding (Corpses) (0 def, 5 armour) dreamer's pair of drakeskin leather boots of spellbinding (Corpses) (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Mag Physical save: +10 (+2 eff.) Spell save: +16 (+3 eff.) Mental save: +11 (+2 eff.) Lowers spell cool-downs by: 10% Curse of Corpses A pair of boots made of leather. |
pair of voratun boots 'Smolderobeisance' (Misfortune) (0 def, 5 armour) pair of voratun boots 'Smolderobeisance' (Misfortune) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -16% Damage when hit (Melee): 8 blight / 20 arcane Changes stats: +2 Wil / +3 Mag Changes resistances: +14% fire / +13% cold Changes resistances penetration: +15% blight / +10% fire Changes damage: +9% blight Critical mult.: +45.00% Stamina each turn: +1.80 Mana each turn: +0.04 Maximum life: +118.00 Spell crit. chance: +4% Movement speed: +20% Damage Shield penetration: +30% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of rushing (Misfortune) (0 def, 5 armour) pair of voratun boots of rushing (Misfortune) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of drakeskin leather boots of spellbinding (Nightmares) (0 def, 5 armour) scholar's pair of drakeskin leather boots of spellbinding (Nightmares) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag Spell save: +6 (+1 eff.) Spellpower: +6 (+1 eff.) Lowers spell cool-downs by: 10% Curse of Nightmares A pair of boots made of leather. |
traveler's pair of drakeskin leather boots of spellbinding (Misfortune) (0 def, 5 armour) traveler's pair of drakeskin leather boots of spellbinding (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +6 Mag Maximum encumbrance: +50 Physical save: +13 (+3 eff.) Spell save: +8 (+1 eff.) Lowers spell cool-downs by: 10% Curse of Misfortune A pair of boots made of leather. |
Ce'Nyribrevena the Smearqueller (Misfortune) (0 def, 19 armour) Ce'Nyribrevena the Smearqueller (Misfortune) (0 def, 19 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +19 Damage (Melee): 11 physical Changes stats: +7 Dex Changes resistances: +1% physical / +18% darkness / +20% blight / +9% fire / +19% arcane Changes damage: +11% physical Damage affinity(heal): +14% nature Talent mastery: +0.20 Wild-gift / Antimagic Physical save: +6 (+1 eff.) Spell save: +17 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +80.00 Healing mod.: +15% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (Nightmares) (0 def, 6 armour) Dakhtun's Gauntlets (Nightmares) (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 Nightmares 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. |
Hand of the World-Shaper (Nightmares) (0 def, 12 armour) Hand of the World-Shaper (Nightmares) (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Curse of Nightmares It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 105.60 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ivotta the Strikeraptor (Corpses) (0 def, 3 armour) Ivotta the Strikeraptor (Corpses) (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: -14% Effects on melee hit: * 60% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +9 Dex / +3 Mag Changes resistances penetration: +20% arcane / +30% blight Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Physical save: +10 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +49% Vim when firing critical spell: +3.00 Spell crit. chance: +3% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (Madness) (0 def, 3 armour) Storm Bringer's Gauntlets (Madness) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% Curse of Madness It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.9 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 173.83 to 521.48 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Storm Bringer's Gauntlets (Nightmares) (0 def, 3 armour) Storm Bringer's Gauntlets (Nightmares) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% Curse of Nightmares It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.9 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 173.83 to 521.48 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
alchemist's hardened leather gloves of dispersion (Nightmares) (0 def, 2 armour) alchemist's hardened leather gloves of dispersion (Nightmares) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 acid / 5 fire / 5 cold / 9 arcane / 5 lightning Changes stats: +7 Mag / +6 Wil Changes resistances: +5% arcane Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's voratun gauntlets of dispersion (Nightmares) (0 def, 3 armour) alchemist's voratun gauntlets of dispersion (Nightmares) (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 Damage (Melee): 10 acid / 9 fire / 10 cold / 19 arcane / 10 lightning Changes stats: +14 Mag / +15 Wil Changes resistances: +9% arcane Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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. |
heroic drakeskin leather gloves of dispersion (Corpses) (0 def, 9 armour) heroic drakeskin leather gloves of dispersion (Corpses) (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 19 arcane Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane Mental save: +15 (+3 eff.) Maximum life: +79.00 Curse of Corpses It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of dispersion (Nightmares) (0 def, 9 armour) heroic voratun gauntlets of dispersion (Nightmares) (0 def, 9 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: Armour: +9 Damage (Melee): 19 arcane Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane Mental save: +15 (+3 eff.) Maximum life: +80.00 Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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. |
heroic voratun gauntlets of dispersion (Shrouds) (0 def, 9 armour) heroic voratun gauntlets of dispersion (Shrouds) (0 def, 9 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: Armour: +9 Damage (Melee): 14 arcane Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane Mental save: +15 (+3 eff.) Maximum life: +79.00 Curse of Shrouds It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 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. |
scouring voratun gauntlets of war-making (Nightmares) (0 def, 3 armour) scouring voratun gauntlets of war-making (Nightmares) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects when hit in melee: * 30% chance to reduce effective powers by 20% * 33 arcane resource burn Critical mult.: +13.00% Spell save: +23 (+4 eff.) Spell crit. chance: +20% Mental crit. chance: +20% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of the nighthunter (Corpses) (0 def, 3 armour) spellstreaming voratun gauntlets of the nighthunter (Corpses) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Changes stats: +4 Cun Changes resistances: +11% darkness Mana each turn: +0.36 Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Infravision radius: +3 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
steady drakeskin leather gloves of the iron hand (Nightmares) (0 def, 3 armour) steady drakeskin leather gloves of the iron hand (Nightmares) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Changes stats: +5 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +98% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Eluremina' (Misfortune) (0 def, 11 armour) voratun gauntlets 'Eluremina' (Misfortune) (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +12 (+2 eff.) Armour: +11 Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +20% mind / +44% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Life regen: +0.60 Equilibrium when hit: +0.24 Spell crit. chance: +15% Mental crit. chance: +18% Infravision radius: +4 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Adurena the Flashfoe (Nightmares) (0 def, 19 armour) Adurena the Flashfoe (Nightmares) (0 def, 19 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +19 Fatigue: +5% Damage when hit (Melee): 16 fire Changes stats: +7 Str / +6 Dex / +6 Con Changes resistances: +13% acid / +15% cold / +15% fire / +11% arcane / +15% lightning Changes resistances penetration: +35% arcane Changes damage: +18% blight Spellpower on spell critical (stacks up to 3 times): +23 Maximum stamina: +40.00 Maximum vim: +80.00 Spell crit. chance: +4% Curse of Nightmares A cap made of leather. |
Crown of Eternal Night (Madness) (0 def, 3 armour) Crown of Eternal Night (Madness) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 0 darkness Changes stats: +0 Cun Reduce damage by fixed amount: +10 all Changes damage: +0% darkness Talent mastery: +0.00(-) Cunning / Stealth Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 Curse of Madness This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of Eternal Night (Misfortune) (0 def, 3 armour) Crown of Eternal Night (Misfortune) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Misfortune This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Emelyriariath the Cloudrazor (Misfortune) (3 def, 0 armour) Emelyriariath the Cloudrazor (Misfortune) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Damage when hit (Melee): 28 blight / 16 lightning Changes stats: +4 Mag Changes resistances: +15% blight / +18% acid Changes resistances penetration: +20% lightning Changes damage: +15% blight / +12% arcane Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +16 Maximum vim: +60.00 Spellpower: +22 (+4 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (Misfortune) (2 def, 0 armour) Hat of Arcane Understanding (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Misfortune A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Lisuba the Darkreek (Madness) (3 def, 0 armour) Lisuba the Darkreek (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Defense: +3 (+1 eff.) Changes stats: +6 Str / +10 Mag / +11 Wil / +10 Con Changes resistances: +18% mind / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +12% physical / +18% mind / +18% arcane Critical mult.: +10.00% Physical save: +15 (+3 eff.) Spell save: +20 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +10.00 Maximum vim: +40.00 Healing mod.: +10% Activating this item is instant. Curse of Madness It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Noonoblivion the drakeskin leather cap (Corpses) (15 def, 5 armour) Noonoblivion the drakeskin leather cap (Corpses) (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+5 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +5% Changes stats: +4 Wil Changes resistances: +21% acid / +15% cold / +15% light Changes damage: +21% blight Physical save: +24 (+5 eff.) Spell save: +27 (+5 eff.) Mental save: +21 (+4 eff.) Cut immunity: +25% Disarm immunity: +20% Confusion immunity: +30% Stun/Freeze immunity: +30% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Damage Shield penetration: +40% Curse of Corpses A cap made of leather. |
Radhalegund the voratun helm (Shrouds) (0 def, 11 armour) Radhalegund the voratun helm (Shrouds) (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +11% acid / +3% light / +3% darkness / +15% fire / +11% cold / +14% lightning Mental save: +9 (+1 eff.) Disease immunity: +20% Silence immunity: +5% Light radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunhacker the voratun helm (Shrouds) (0 def, 5 armour) Sunhacker the voratun helm (Shrouds) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 8 darkness / 10 physical Changes stats: +26 Str / +11 Dex / +3 Mag / +1 Cun Changes resistances: +12% darkness Changes damage: +3% light Reduces incoming crit damage: 5.00% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 585.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrundil the drakeskin leather cap (Misfortune) (0 def, 5 armour) Unrundil the drakeskin leather cap (Misfortune) (0 def, 5 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +2 Dex / +13 Wil / +10 Cun Changes resistances: +27% blight / +3% cold / +15% nature / +6% darkness Changes damage: +6% acid Grants telepathy: Dragon Spell save: +9 (+2 eff.) Mindpower: +12 (+3 eff.) See invisible: +9 Curse of Misfortune A cap made of leather. |
Uryrogas (Shrouds) (0 def, 5 armour) Uryrogas (Shrouds) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +4 Mag Changes resistances: +9% blight / +24% fire / +18% darkness / +12% cold Grants telepathy: Dragon Poison immunity: +15% Stun/Freeze immunity: +15% Mana when firing critical spell: +8.00 Only die when reaching: -80.00 life Maximum vim: +80.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis elven-silk wizard hat of arcana (Nightmares) (3 def, 0 armour) aegis 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: +7 Mag / +6 Wil Life regen: +6.00 Spellpower: +6 (+1 eff.) Damage Shield Power: +14% Curse of Nightmares A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of arcana (Shrouds) (3 def, 0 armour) aegis 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: +7 Mag / +7 Wil Life regen: +6.00 Spellpower: +6 (+1 eff.) Damage Shield Power: +15% Curse of Shrouds A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of the Brotherhood (Corpses) (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (Corpses) (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: +9 Mag / +10 Con Changes damage: +20% arcane Life regen: +5.00 Damage Shield Power: +15% Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Ashbait' (Madness) (0 def, 11 armour) drakeskin leather cap 'Ashbait' (Madness) (0 def, 11 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +11 Fatigue: +5% Damage when hit (Melee): 10 physical / 12 fire Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +25% mind / +15% nature Changes damage: +9% fire Reduces incoming crit damage: 10.00% Physical save: +20 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +27 (+5 eff.) Confusion immunity: +70% Knockback immunity: +10% Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 585.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
drakeskin leather cap 'Lightningbreak' (Shrouds) (0 def, 15 armour) drakeskin leather cap 'Lightningbreak' (Shrouds) (0 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +7 Str / +3 Wil / +5 Cun Changes resistances: +15% lightning / +25% cold / +18% mind / +12% darkness Changes damage: +15% lightning Allows you to breathe in: water Physical save: +59 (+10 eff.) Blindness immunity: +25% Cut immunity: +25% Teleport immunity: +25% Light radius: +3 Infravision radius: +3 Curse of Shrouds A cap made of leather. |
eldritch elven-silk wizard hat of arcana (Misfortune) (3 def, 0 armour) eldritch elven-silk wizard hat of arcana (Misfortune) (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: +3.00 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +15 (+3 eff.) Curse of Misfortune It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of the Brotherhood (Shrouds) (3 def, 0 armour) eldritch elven-silk wizard hat of the Brotherhood (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: +5 Mag / +5 Con Changes damage: +13% arcane Mana each turn: +1.30 Mana when hit: +1.80 Maximum mana: +110.00 Spellpower: +7 (+1 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Jetspawner' (Corpses) (12 def, 22 armour) elven-silk wizard hat 'Jetspawner' (Corpses) (12 def, 22 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Defense: +12 (+4 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 36 mind Changes resistances: +9% lightning / +10% physical / +12% darkness / +30% fire / +11% arcane Changes damage: +12% darkness / +20% fire Mental save: +60 (+12 eff.) Blindness immunity: +50% Silence immunity: +20% Knockback immunity: +20% Curse of Corpses A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Prismbolt' (Misfortune) (3 def, 0 armour) elven-silk wizard hat 'Prismbolt' (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light / 8 darkness Changes stats: +7 Cun / +7 Wil Changes resistances: +15% fire / +6% light / +15% cold Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +3% darkness / +3% light Life regen: +4.90 Mindpower: +6 (+2 eff.) Damage Shield Power: +13% Curse of Misfortune A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Shinenight' (Nightmares) (3 def, 0 armour) elven-silk wizard hat 'Shinenight' (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.) Fatigue: -4% Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 8 light Changes stats: +4 Dex / +7 Mag / +12 Wil / +4 Cun Changes resistances: +15% physical / +20% darkness / +19% mind Changes resistances penetration: +10% light Changes damage: +12% arcane / +20% physical / +20% darkness / +19% mind Spell save: +6 (+1 eff.) Mana when firing critical spell: +5.00 Maximum hate: +15.00 Spellpower: +11 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Infravision radius: +7 Curse of Nightmares A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Squalorkarma' (Corpses) (3 def, 0 armour) elven-silk wizard hat 'Squalorkarma' (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 mind Changes stats: +4 Cun / +4 Mag Changes resistances: +9% blight / +27% nature Changes damage: +20% arcane / +12% nature Critical mult.: +15.00% Spell save: +60 (+10 eff.) Mental save: +9 (+1 eff.) Equilibrium when hit: +0.16 Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +204.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +6% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Corpses A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Xeroyariathra' (Shrouds) (3 def, 0 armour) elven-silk wizard hat 'Xeroyariathra' (Shrouds) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30 arcane resource burn Changes stats: +3 Dex Changes resistances: +30% acid / +19% physical / +8% arcane / +27% nature / +9% lightning Changes damage: +19% physical Reduces incoming crit damage: 25.00% Spell save: +50 (+9 eff.) Light radius: +5 Curse of Shrouds A pointy cloth hat, very wizardly... |
thaloren voratun helm of the depths (Nightmares) (0 def, 5 armour) thaloren voratun helm of the depths (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: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +15% blight / +25% cold Allows you to breathe in: water Mental save: +13 (+2 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustredare (Shrouds) (5 def, 10 armour) Lustredare (Shrouds) (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 45% * 43 arcane resource burn * 65% chance to blind Damage when hit (Melee): 24 light Changes resistances: +21% darkness / +36% cold / +20% blight / +39% fire / +20% nature / +10% arcane Changes damage: +18% acid / +12% mind Reduced damage from: +11% Unnatural Spell save: +12 (+2 eff.) Light radius: +5 Curse of Shrouds A suit of armour made of mail. |
Erathad the drakeskin leather armour (Shrouds) (5 def, 8 armour) Erathad the drakeskin leather armour (Shrouds) (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +5 Con Changes resistances: +27% acid Changes damage: +12% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 27.00% Physical save: +18 (+4 eff.) Maximum stamina: +20.00 Infravision radius: +5 See invisible: +12 Curse of Shrouds A suit of armour made of leather. |
Isebretta the drakeskin leather armour (Madness) (5 def, 8 armour) Isebretta the drakeskin leather armour (Madness) (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 60% chance to corrode armour by 30% Damage when hit (Melee): 12 blight / 16 physical Changes stats: +3 Wil Changes resistances: +11% arcane Changes resistances penetration: +15% blight Critical mult.: +25.00% Mana each turn: +0.40 Mana when firing critical spell: +6.00 Maximum mana: +225.00 Spell crit. chance: +3% Damage Shield penetration: +70% Curse of Madness A suit of armour made of leather. |
drakeskin leather armour 'Mayata' (Shrouds) (20 def, 8 armour) drakeskin leather armour 'Mayata' (Shrouds) (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +5 Wil / +5 Con Changes resistances: +18% blight / +15% cold / +9% arcane / +15% light Changes resistances penetration: +35% arcane Spell save: +45 (+8 eff.) Blindness immunity: +20% Mana each turn: +0.20 Mana when firing critical spell: +6.00 Spellpower: +12 (+2 eff.) Infravision radius: +4 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Curse of Shrouds A suit of armour made of leather. |
Bindings of Eternal Night (Madness) (12 def, 12 armour) Bindings of Eternal Night (Madness) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Madness Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield of crushing (Madness) (12 def, 3 armour, 205 block)acidic voratun shield of crushing (Madness) (12 def, 3 armour, 205 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 acid Damage when hit (Melee): 35 acid Talent granted: +5 Block Curse of Madness Handheld deflection devices. |
quiver of dragonbone arrows 'Shadowdream' (Madness) (18/18, 53-74.2 power, 18 apr) quiver of dragonbone arrows 'Shadowdream' (Madness) (18/18, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 60% chance to disease * 85% chance to cause random gloom * 60% chance to inflict 15% damage reduction * 40% chance to blind * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Damage (Ranged): +30 temporal / +12 darkness / +50 fire / +8 arcane / +24 physical Burst (radius 1) on hit: +28 darkness Burst (radius 2) on crit: +8 darkness / +23 fire Arrows are used with bows to pierce your foes to death. |
768 alchemist agate (Madness) 768 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 sapphire 26 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Airbringer the voratun pickaxe (Shrouds) (dig speed 8 turns) Airbringer the voratun pickaxe (Shrouds) (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +3 Str / +11 Dex Changes resistances: +6% acid Changes damage: +9% lightning Physical save: +52 (+9 eff.) Mental save: +20 (+4 eff.) Disease immunity: +15% Cut immunity: +5% Disarm immunity: +15% Pinning immunity: +20% Maximum life: +31.00 Maximum stamina: +25.00 Movement speed: +20% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Camudin the Muckvagrant (Corpses) (dig speed 16 turns) Camudin the Muckvagrant (Corpses) (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Critical mult.: +14.00% Mental save: +9 (+1 eff.) Blindness immunity: +30% Poison immunity: +10% Knockback immunity: +25% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Ce'Nerabeth (Shrouds) (dig speed 10 turns) Ce'Nerabeth (Shrouds) (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Fatigue: -8% Changes stats: +10 Str / +4 Dex / +7 Mag / +6 Con Changes resistances penetration: +20% temporal Changes damage: +9% arcane / +12% temporal Critical mult.: +20.00% Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +90.00 See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Spiderhue the voratun pickaxe (Nightmares) (dig speed 6 turns) Spiderhue the voratun pickaxe (Nightmares) (dig speed 6 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +3 Str Changes resistances: +10% arcane / +9% fire / +10% darkness / +13% nature Changes resistances penetration: +35% arcane / +30% temporal Changes damage: +3% temporal / +6% arcane / +39% fire / +13% mind / +37% nature Mental save: +12 (+2 eff.) When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
Tempestmight (Shrouds) (dig speed 24 turns) Tempestmight (Shrouds) (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 50% chance to inflict 15% damage reduction Damage when hit (Melee): 16 light Changes stats: +7 Str / +4 Cun / +4 Con Changes resistances: +15% lightning Changes resistances penetration: +30% light / +40% mind Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +18 (+3 eff.) Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Mental crit. chance: +6% Light radius: +1 When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Zanyregoleg the Jetpulverizer (Nightmares) (dig speed 14 turns) Zanyregoleg the Jetpulverizer (Nightmares) (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +10 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +10 Str / +6 Dex / +6 Cun / +8 Con Changes resistances penetration: +15% darkness Changes damage: +6% blight Spell save: +3 (+0 eff.) Vim when firing critical spell: +3.00 Spell crit. chance: +3% Light radius: +2 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Ebonydream' (Nightmares) (dig speed 8 turns) voratun pickaxe 'Ebonydream' (Nightmares) (dig speed 8 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -8% Effects on melee hit: * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes stats: +6 Str / +6 Dex / +4 Wil / +2 Con Changes resistances: +21% darkness Changes resistances penetration: +20% darkness Changes damage: +15% mind / +14% fire Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Mental save: +10 (+2 eff.) Lowers spell cool-downs by: 10% Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 jade 24 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 turquoise 24 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dimfear (Shrouds) Dimfear (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +7 Wil Changes resistances: +6% blight / +6% darkness / +9% lightning Changes resistances penetration: +15% all Changes damage: +15% darkness / +3% lightning Critical mult.: +20.00% Mental save: +15 (+3 eff.) Light radius: +11 See stealth: +25 See invisible: +25 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl (Misfortune) Eldritch Pearl (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 Curse of Misfortune It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 87.23 cold damage and 59.36 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Glitterstreak the dwarven lantern (Nightmares) Glitterstreak the dwarven lantern (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 51% chance to blind Damage when hit (Melee): 12 light Changes stats: +2 Dex / +6 Wil / +13 Con Changes resistances: +30% blight / +4% physical Changes resistances penetration: +10% physical Changes damage: +15% mind Physical save: +20 (+4 eff.) Life regen: +12.80 Maximum life: +30.00 Maximum stamina: +15.00 Light radius: +4 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of the moons (Shrouds) watchleader's dwarven lantern of the moons (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% light Changes damage: +14% darkness Damage affinity(heal): +5% darkness Blindness immunity: +41% Confusion immunity: +25% Light radius: +9 Infravision radius: +4 See stealth: +10 See invisible: +13 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One (Nightmares) Eye of the Dreaming One (Nightmares)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) 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) 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 Destruction (Orb of Command) 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 Undeath (Orb of Command) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
46 bloodstone 46 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. |
42 fire opal 42 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. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 ruby 20 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1202.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Flashsage the voratun torque of psychoportation (Shrouds) [power 66] (30 cooldown) Flashsage the voratun torque of psychoportation (Shrouds) [power 66] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 51% chance to daze at end of turn Changes stats: +5 Cun / +12 Dex Changes resistances penetration: +43% lightning / +43% acid Talent granted: +5 Telekinetic Blast Light radius: +5 Infravision radius: +5 See invisible: +15 Curse of Shrouds It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Bokilen the Umbrajam (Nightmares) [power 5] (10 cooldown) Bokilen the Umbrajam (Nightmares) [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +2 Con Changes resistances: +9% darkness Changes resistances penetration: +10% light / +15% darkness Changes damage: +9% mind / +9% light Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws +5 Lay Web Critical mult.: +15.00% Maximum life: +20.00 Curse of Nightmares It can be used to remove up to 5 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing (Corpses) [power 370] (30 cooldown) overpowered dragonbone totem of healing (Corpses) [power 370] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Curse of Corpses It can be used to heal a target within range 11 (based on Willpower) for 370, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand (Corpses) Lightbringer's Wand (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 Curse of Corpses It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 189 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Pyrewalker (Shrouds) [power 16] (6 cooldown) Pyrewalker (Shrouds) [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Wil Changes resistances: +10% arcane Maximum wards: +5 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +10% blight Changes damage: +12% fire Talent cooldown: Strike (-1 turn) Talents granted: +1 Ward +4 Strike Spell save: +32 (+6 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Curse of Shrouds It can be used to reveal the area around you, dispelling darkness (radius 16, power 117 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
Urthyhell (Shrouds) [power 481] (10 cooldown) Urthyhell (Shrouds) [power 481] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 60% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +6% blight Changes resistances penetration: +30% acid Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano Physical save: +40 (+7 eff.) Spell save: +9 (+2 eff.) Blindness immunity: +40% Confusion immunity: +5% Knockback immunity: +15% Maximum vim: +50.00 Curse of Shrouds It can be used to fire a bolt of a random element with (base) damage 240 to 481, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of conjuration (Madness) [power 973] (14 cooldown) overpowered dragonbone wand of conjuration (Madness) [power 973] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 Curse of Madness It can be used to fire a bolt of a random element with (base) damage 486 to 973, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death 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% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
44 diamond 44 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. |
43 moonstone 43 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
32 pearl 32 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. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 amber 19 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
By Ha-ha bye-bye Valls the Halfling Archmage level 33
47th Pyre 123rd year of Ascendancy at 07:40 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 26
53rd Regrowth 123rd year of Ascendancy at 21:03 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 32
44th Pyre 123rd year of Ascendancy at 12:49 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 31
39th Pyre 123rd year of Ascendancy at 07:38 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 38
75th Pyre 123rd year of Ascendancy at 08:44 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 36
69th Pyre 123rd year of Ascendancy at 00:10 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
60th Pyre 124th year of Ascendancy at 21:44 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 43
44th Haze 123rd year of Ascendancy at 19:03 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 35
60th Pyre 123rd year of Ascendancy at 05:13 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 26
53rd Regrowth 123rd year of Ascendancy at 14:35 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 27
65th Regrowth 123rd year of Ascendancy at 02:47 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 14
18th Dusk 122nd year of Ascendancy at 10:16 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 43
55th Haze 123rd year of Ascendancy at 23:50 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 34
55th Pyre 123rd year of Ascendancy at 23:15 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
55th Pyre 124th year of Ascendancy at 08:08 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 38
73rd Pyre 123rd year of Ascendancy at 07:19 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
34th Pyre 124th year of Ascendancy at 15:20 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 17
76th Haze 122nd year of Ascendancy at 07:19 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 25
51st Regrowth 123rd year of Ascendancy at 10:38 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 74
25th Dusk 124th year of Ascendancy at 09:35 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
2nd Pyre 124th year of Ascendancy at 01:24 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 43
56th Haze 123rd year of Ascendancy at 07:07 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 26
63rd Regrowth 123rd year of Ascendancy at 08:12 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
72nd Regrowth 124th year of Ascendancy at 02:55 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 33
49th Pyre 123rd year of Ascendancy at 20:42 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 20
4th Decay 122nd year of Ascendancy at 16:16 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 37
69th Pyre 123rd year of Ascendancy at 05:19 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 72
22nd Dusk 124th year of Ascendancy at 20:42 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 107
77th Dusk 124th year of Ascendancy at 19:25 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 54
10th Flare 124th year of Ascendancy at 02:01 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 66
13rd Dusk 124th year of Ascendancy at 14:17 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 81
35th Dusk 124th year of Ascendancy at 10:28 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 10
1st Summertide 122nd year of Ascendancy at 08:19 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 20
4th Decay 122nd year of Ascendancy at 15:19 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 30
6th Pyre 123rd year of Ascendancy at 07:12 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 40
20th Dusk 123rd year of Ascendancy at 07:26 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
36th Regrowth 124th year of Ascendancy at 22:07 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 4
74th Pyre 122nd year of Ascendancy at 23:03 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 2
74th Pyre 122nd year of Ascendancy at 21:32 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
66th Regrowth 124th year of Ascendancy at 04:28 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 108
79th Dusk 124th year of Ascendancy at 00:10 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 120
16th Haze 124th year of Ascendancy at 15:52 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
34th Pyre 124th year of Ascendancy at 15:19 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 50
41st Regrowth 124th year of Ascendancy at 10:01 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 14
32nd Dusk 122nd year of Ascendancy at 10:15 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 31
41st Pyre 123rd year of Ascendancy at 18:53 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 26
56th Regrowth 123rd year of Ascendancy at 15:36 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 34
56th Pyre 123rd year of Ascendancy at 02:25 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 12
4th Dusk 122nd year of Ascendancy at 21:12 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 26
53rd Regrowth 123rd year of Ascendancy at 21:03 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 17
59th Haze 122nd year of Ascendancy at 12:46 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 58
2nd Dusk 124th year of Ascendancy at 21:39 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 39
1st Flare 123rd year of Ascendancy at 10:13 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 20
4th Decay 122nd year of Ascendancy at 18:01 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 16
43rd Haze 122nd year of Ascendancy at 00:39 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 126
29th Haze 124th year of Ascendancy at 02:50 see stats
By Ha-ha bye-bye Valls the Halfling Archmage level 32
43rd Pyre 123rd year of Ascendancy at 17:24 see stats
Log
Xanerathra the treant's Slime Spit hits Ha-ha bye-bye Valls for (401 absorbed), 154 nature (154 total damage).
Xanerathra the treant uses Brainfreeze.
Xanerathra the treant's mind surges with critical power!
Ha-ha bye-bye Valls shrugs off the critical damage!
Ha-ha bye-bye Valls is wreathed in flames on the brink of death!
Xanerathra the treant hits Ha-ha bye-bye Valls for 0 cold damage.
Ha-ha bye-bye Valls evades Xanerathra the treant's Beyond the Flesh.
Ha-ha bye-bye Valls brandishes his Awakened Staff of Absorption, absorbing the essence of Xanerathra the treant!
Ha-ha bye-bye Valls is overloaded with power.
Xanerathra the treant shares damage with his oozes!
Ha-ha bye-bye Valls hits Xanerathra the treant for 5704 essence drain damage.
Ha-ha bye-bye Valls shrugs off the effect 'Poison'!
Xanerathra the treant uses Oozebeam.
Xanerathra the treant's mind surges with critical power!
Ha-ha bye-bye Valls shrugs off the critical damage!
Saving game...
Cauterize hits Ha-ha bye-bye Valls for 43 fire damage.
Xanerathra the treant hits Ha-ha bye-bye Valls for 573 nature damage.
Ha-ha bye-bye Valls the level 126 halfling archmage burnt to death by cauterize on level 178 of Infinite Dungeon.
Xanerathra the treant killed Ha-ha bye-bye Valls!
The Blood of Life rushes through your dead body. You come back to life!
Ha-ha bye-bye Valls is no longer surging arcane power.
Ha-ha bye-bye Valls is no longer evading attacks.
The flames around Ha-ha bye-bye Valls vanish.
Quest 'Infinite Dungeon Challenge: Exterminator (Level 178)' is failed! (Press 'j' to see the quest log)
Ha-ha bye-bye Valls seems less dangerous.
Ha-ha bye-bye Valls speeds up.
Ha-ha bye-bye Valls deactivates Elemental Harmony.
Personal New Achievement: Unstoppable!