Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Multi-Class Challenge 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Deathknight 1.4.1Adds the Deathknight class. See forum thread for details. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Stop Hitting Yourself! 1.3.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Glove Stats 1.0.6Shows glove combat stats with all classes. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Dark Priest 1.4.2Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Protos race 0.2 1.3.5Protos race. Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | DarkTemplar |
Class | None |
Level / Exp | 18 / 27% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 87.5 (base 46) |
Dexterity | 99 (base 46) |
Constitution | 147 (base 46) |
Magic | 93.5 (base 46) |
Willpower | 112.20115592379 (base 46) |
Cunning | 118.30173388568 (base 46) |
Resources
Mana | 470/470 |
Psi_feedback | 0/405 |
Life | 3781/3781 |
Paradox | 300 |
Psi | 722/722 |
Vim | 573/573 |
Equilibrium | 18 |
Positive | 316/316 |
Stamina | 383/383 |
Negative | 356/356 |
Healing Factor | 1.412 |
Regeneration | 886.27568176776 |
Speed
Mental | +904.67492343046% |
Attack | +200% |
Movement | +6350.724443736% |
Spell | +221.89314469113% |
Global | +331.54016538985% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 12 |
See Stealth | 108.59199069914 |
See Invisible | 164.32490329495 |
Stealth | 364.0582878412 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 332 |
Accuracy | 101 |
Crit Chance | 175% |
APR | 235 |
Speed | 0.10 |
Offense: Offhand
Damage | 332 |
Accuracy | 101 |
Crit Chance | 175% |
APR | 235 |
Speed | 0.10 |
Offense: Spell
Spellpower | 128.16131865429 |
Crit Chance | 100% |
Speed | 0.31066209905139 |
Cooldown Reduction | 39.816666666667 |
Offense: Mind
Mindpower | 88.545408195192 |
Crit Chance | 59% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +6% |
Offense: Damage Penetration
All | +6% |
Defense: Base
Armour (hardiness) | 213.0469979365 (100%) |
Defense | 129.73167739137 |
Ranged Defense | 138.74418546253 |
Fatigue | 0 |
Physical Save | 111.32171723833 |
Spell Save | 113.29576443855 |
Mental Save | 115.59183523889 |
Defense: Resistances
All | + 76%(100%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 54% |
Poison Resistance | 100% |
Blind Resistance | 66% |
Silence Resistance | 66% |
Bleed Resistance | 100% |
Disarm Resistance | 24% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 3% |
Inscriptions (0/5)
Class Talents
Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Shadow magic | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Arcane Weapon | 2.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 33.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Wicked Mind | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Dark Adept | 35.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Unhealing | 2.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Heart of Fire | 2.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Spellblaze | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Dual weapons | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 2.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Zeal | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 2.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Wicked Fervor |
talent | Keen Senses |
talent | Lacerating Strikes |
talent | Blur Sight |
talent | Thunderstorm |
talent | Inner Power |
talent | Weapon of Light |
talent | Arcane Power |
talent | Premonition |
talent | Shielding |
talent | Kinetic Aura |
talent | Arcane Feed |
talent | Deadly Strikes |
talent | Thermal Aura |
talent | Quicken Spells |
talent | Kinetic Shield |
talent | Abyssal Shield |
talent | Phantasmal Shield |
talent | Exploit Weakness |
talent | Gloom |
talent | Total Thuggery |
talent | Fiery Hands |
talent | Stealth |
talent | Psiblades |
talent | Willful Tormenter |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Hurricane |
talent | Arcane Shield |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Arcane Reversal |
talent | Overkill |
talent | Thermal Shield |
talent | Daunting Presence |
talent | Weapon of Wrath |
talent | Unworthy |
talent | Onslaught |
talent | Skate |
talent | Second Life |
talent | Blade Flurry |
talent | Feather Wind |
talent | Precision |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.5)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 11.6% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is surrounded by a magical shield, absorbing 647/647 damage before it crumbles. Damage Shield |
beneficial effect | The thrill of combat improves the target's maximum life by 17%, life regeneration by 37.36, and stamina regeneration by 7.47. Bloodbath |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+51% global speed). Clarity |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+28% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.5)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +26 Darkness Resistance, +14% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 28% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 28% for 3 turns. |
beneficial effect | Countering melee attacks: Has a 59% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +14 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 21 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 12 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +13 Defense, +6 Ranged Defense Power 2+: -1 Luck, +12 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+49% chance to avoid traps). Power 4+: Unfortunate End: There is a 37% chance that the damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | Tirakai's Maul (Shrouds) (44-57.2 power, 9 apr) Tirakai's Maul (Shrouds) (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 147% Wil, 10% Mag Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage conversion: 25% lightning / 25% cold / 25% arcane / 25% fire When wielded/worn: Changes stats: +6 Dex / +11 Mag / +6 Cun / +5 Con Changes resistances penetration: +6% all Changes damage: +10% lightning / +10% fire / +10% cold / +6% all Talent mastery: +0.20 Golem / Arcane Prothotipe's Prismatic Eye: Unique Curse of Shrouds It can be used to imbue the hammer with a gem of your choice, costing 8 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Quiver | Quiver of Domination (Misfortune) (20/20, 24-33.6 power, 8 apr) Quiver of Domination (Misfortune) (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 81% Wil, 73% Cun Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Curse of Misfortune Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
On hands | Sludgegrip (Corpses) (0 def, 0 armour) Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 49% Wil, 89% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow Curse of Corpses Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
Light source | Summertide Phial (Misfortune) Summertide Phial (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Misfortune It can be used to call light (159 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Eremugund the cashmere wizard hat (Nightmares) (2 def, 0 armour) Eremugund the cashmere wizard hat (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +21% nature / +34% fire Changes damage: +14% nature / +23% fire Critical mult.: +5.00% Curse of Nightmares A pointy cloth hat, very wizardly... |
On feet | scholar's pair of iron boots of uncanny dodging (Misfortune) (2 def, 3 armour) scholar's pair of iron boots of uncanny dodging (Misfortune) (2 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +2% Spellpower: +3 (+0 eff.) 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. |
Tool | Telekinetic Core (Nightmares) Telekinetic Core (Nightmares)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+1 eff.) Mindpower: +3 (+1 eff.) Curse of Nightmares It can be used to activate talent Psionic Pull (costing 14 power out of 35/35) : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 152 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Lightningserpent (Misfortune) Lightningserpent (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +4 Dex / +5 Wil / +12 Cun Changes resistances: +22% light Changes damage: +11% light / +6% lightning Mindpower: +6 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
On fingers | Balyregosta (Nightmares) Balyregosta (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Con Changes resistances: +22% nature Changes damage: +11% nature Spell save: +11 (+1 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +20% Mana each turn: +0.08 Maximum life: +20.00 Maximum stamina: +11.00 Curse of Nightmares Rings can have magical properties. |
Around neck | Xanimith (Madness) Xanimith (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +4 Str Changes resistances: +3% nature / +6% physical Changes resistances penetration: +10% acid Critical mult.: +13.00% Stamina each turn: +0.30 Curse of Madness Amulets can have magical properties. |
In main hand | Boltblow the vined mindstar (Nightmares) (5-5.5 power, 41 apr, mind damage) Boltblow the vined mindstar (Nightmares) (5-5.5 power, 41 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 74% Wil, 32% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 lightning Changes stats: +1 Str / +1 Dex / +1 Mag / +4 Wil / +6 Cun / +1 Con Changes resistances: +15% lightning / +3% fire Changes resistances penetration: +6% lightning Changes damage: +5% lightning Critical mult.: +7.00% Spell save: +3 (+0 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | rough leather belt of the mystic (Madness) rough leather belt of the mystic (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Spellpower: +3 (+0 eff.) Curse of Madness A belt that goes around your waist. |
In off hand | vined mindstar 'Korihir' (Shrouds) (5-5.5 power, 41 apr, nature damage) vined mindstar 'Korihir' (Shrouds) (5-5.5 power, 41 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 5.0 - 5.5 Uses stats: 74% Wil, 32% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +41 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Mental save: +3 (+0 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | regal cashmere cloak of protection (Madness) (2 def, 0 armour) regal cashmere cloak of protection (Madness) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Spell save: +5 (+1 eff.) Mental save: +10 (+2 eff.) 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. |
Main armor | Mayann the woollen robe (Nightmares) (0 def, 0 armour) Mayann the woollen robe (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% physical Changes damage: +11% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +32 (+5 eff.) Maximum vim: +20.00 Spell crit. chance: +2% Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 12; power 37; dur 4)phase door rune of the wizard (range 12; power 37; dur 4) 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: 7 Travel Speed: instantaneous Usage Speed: Spell (31% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the warrior (absorb 376 for 4 turns)shielding rune of the warrior (absorb 376 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 376 damage for 4 turns. 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. |
copper amulet of strength (+3) (Shrouds) copper amulet of strength (+3) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Curse of Shrouds Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Islebrebeth (Corpses)Islebrebeth (Corpses) Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +3% acid / +6% blight Mental save: +7 (+1 eff.) Cut immunity: +40% Disarm immunity: +15% Confusion immunity: +12% Mindpower: +7 (+1 eff.) Healing mod.: +10% Curse of Corpses It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 511 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
shimmering elm vilestaff (Nightmares) (10-12 power, 2 apr, fire element) shimmering elm vilestaff (Nightmares) (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Belonn the Dawnvice (Madness) (15-18 power, 3 apr, lightning element)Belonn the Dawnvice (Madness) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Changes stats: +1 Cun Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +20% Mental crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Furnaceedge (Shrouds) (15-18 power, 3 apr, temporal element)Furnaceedge (Shrouds) (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+2 eff.) Spell crit. chance: +11% Curse of Shrouds It can be used to unleash an elemental blastwave, dealing 599.58 to 719.50 temporal damage in a radius 3 around the user, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Lisomira the Blindviper (Corpses) (15-18 power, 3 apr, temporal element)Lisomira the Blindviper (Corpses) (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +6 (+1 eff.) Effects on melee hit: * 7% chance to blind Damage when hit (Melee): 4 darkness / 12 acid Changes resistances: +6% acid / +8% temporal Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 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 395.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Zubolaith the Lustrebore (Shrouds) (15-18 power, 3 apr, darkness element)Zubolaith the Lustrebore (Shrouds) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Defense: +10 (+2 eff.) Damage (Melee): 5 % chance of confusion Changes resistances: +12% mind Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +32.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Curse of Shrouds It can be used to conjure elemental energy in a radius 4 cone, dealing 599.58 to 719.50 darkness damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff (Madness) (15-18 power, 3 apr, lightning element)ash magestaff (Madness) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of greater warding (Madness) (15-18 power, 3 apr, lightning element)ash magestaff of greater warding (Madness) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+1 eff.) Maximum wards: +3 lightning Changes damage: +15% lightning Talents granted: +2 Ward +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of illumination (Madness) (15-18 power, 3 apr, fire element)ash vilestaff of illumination (Madness) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 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 395.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff (Misfortune) (15-18 power, 3 apr, lightning element)cruel ash magestaff (Misfortune) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of illumination (Madness) (15-18 power, 3 apr, fire element)cruel ash magestaff of illumination (Madness) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +6 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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 288.97 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash starstaff of illumination (Nightmares) (15-18 power, 3 apr, temporal element)cruel ash starstaff of illumination (Nightmares) (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+1 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 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 395.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen ash magestaff of warding (Misfortune) (15-18 power, 3 apr, lightning element)earthen ash magestaff of warding (Misfortune) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +4% Defense: +5 (+1 eff.) Maximum wards: +2 lightning Changes damage: +15% lightning Talents granted: +2 Ward +1 Command Staff Physical save: +4 (+0 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater ash starstaff of might (Corpses) (15-18 power, 3 apr, darkness element)greater ash starstaff of might (Corpses) (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +9% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of warding (Nightmares) (15-18 power, 3 apr, fire element)shimmering ash vilestaff of warding (Nightmares) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.15 Maximum mana: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging ash vilestaff of fate (Madness) (15-18 power, 3 apr, blight element)surging ash vilestaff of fate (Madness) (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew vilestaff (Corpses) (24-28.8 power, 4 apr, fire element)potent yew vilestaff (Corpses) (24-28.8 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Righteous Instrument Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% fire Talent granted: +1 Command Staff Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Xyyalaith the steel battleaxe (Madness) (23.5-35.25 power, 2 apr)Xyyalaith the steel battleaxe (Madness) (23.5-35.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.3 Uses stat: 147% Wil Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +10 lightning / +8 temporal Burst (radius 1) on hit: +10 fire When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +6% temporal Changes damage: +3% temporal Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Hettatorand' (Misfortune) (18.5-27.75 power, 2 apr)steel battleaxe 'Hettatorand' (Misfortune) (18.5-27.75 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +7 darkness Damage against: +9% Living When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +7.0% Defense: +9 (+2 eff.) Changes stats: +2 Wil Changes resistances: +3% darkness Disarm immunity: +36% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+0 eff.) Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (Misfortune) (33-49.5 power, 2 apr)steel battleaxe of massacre (Misfortune) (33-49.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (Nightmares) (31-46.5 power, 2 apr)steel battleaxe of massacre (Nightmares) (31-46.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of projection (Nightmares) (18-27 power, 2 apr)steel battleaxe of projection (Nightmares) (18-27 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 mind Curse of Nightmares It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Mayidama the steel greatmaul (Misfortune) (26.5-39.75 power, 2 apr)Mayidama the steel greatmaul (Misfortune) (26.5-39.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +9 light Burst (radius 1) on hit: +4 mind Damage against: +10% Undead When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% mind Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced steel greatmaul of erosion (Nightmares) (30-45 power, 2 apr)balanced steel greatmaul of erosion (Nightmares) (30-45 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +31% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. slime-covered iron greatsword of erosion (Misfortune) (18-28.8 power, 1 apr)slime-covered iron greatsword of erosion (Misfortune) (18-28.8 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 9% Damage (Melee): +10 temporal / +10 nature Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged iron greatsword of erosion (Shrouds) (15-24 power, 1 apr)thought-forged iron greatsword of erosion (Shrouds) (15-24 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +9 temporal / +9 nature / +7 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword (Shrouds) (22.5-36 power, 2 apr)acidic steel greatsword (Shrouds) (22.5-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword of dampening (Corpses) (26.5-42.4 power, 2 apr)balanced steel greatsword of dampening (Corpses) (26.5-42.4 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +10 (+2 eff.) Changes resistances: +12% acid / +13% fire / +13% lightning / +10% cold Spell save: +10 (+1 eff.) Disarm immunity: +31% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword (Madness) (23.5-37.6 power, 2 apr)insidious steel greatsword (Madness) (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 insidious poison Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of erosion (Corpses) (26-41.6 power, 2 apr)steel greatsword of erosion (Corpses) (26-41.6 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of erosion (Nightmares) (27-43.2 power, 2 apr)thought-forged steel greatsword of erosion (Nightmares) (27-43.2 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +10 temporal / +10 nature / +9 mind When wielded/worn: Changes stats: +2 Cun / +5 Wil Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of projection (Corpses) (24-38.4 power, 2 apr)thought-forged steel greatsword of projection (Corpses) (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +20 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Genocide (Shrouds) (42-67.2 power, 4 apr)Genocide (Shrouds) (42-67.2 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Shrouds Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. Golden Three-Edged Sword 'The Truth' (Corpses) (49-78.4 power, 9 apr)Golden Three-Edged Sword 'The Truth' (Corpses) (49-78.4 power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 158% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Corpses The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel greatsword (Madness) (34-54.4 power, 2 apr)blazebringer's dwarven-steel greatsword (Madness) (34-54.4 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +1% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel greatsword of erosion (Madness) (32.5-52 power, 2 apr)insidious dwarven-steel greatsword of erosion (Madness) (32.5-52 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +33 insidious poison / +7 temporal / +10 nature Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of erosion (Shrouds) (64.5-103.2 power, 4 apr)voratun greatsword of erosion (Shrouds) (64.5-103.2 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature / +9 temporal Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Venomraven (Misfortune) (18-25.2 power, 3 apr)Venomraven (Misfortune) (18-25.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +5 temporal Burst (radius 1) on hit: +4 nature When wielded/worn: Damage when hit (Melee): 4 mind / 7 temporal Changes resistances: +3% nature / +6% temporal Mental crit. chance: +3% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel longsword (Corpses) (14.5-20.3 power, 3 apr)acidic steel longsword (Corpses) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of amnesia (Corpses) (16-22.4 power, 3 apr)steel longsword of amnesia (Corpses) (16-22.4 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged steel longsword of dampening (Nightmares) (14.5-20.3 power, 3 apr)thought-forged steel longsword of dampening (Nightmares) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +7% acid / +8% fire / +8% lightning / +8% cold Spell save: +5 (+1 eff.) Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Lightningvile the steel waraxe (Corpses) (17-23.8 power, 3 apr)Lightningvile the steel waraxe (Corpses) (17-23.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 17.0 - 23.8 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to daze On weapon crit: * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Disarm immunity: +20% Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing steel waraxe of daylight (Shrouds) (13-18.2 power, 3 apr)arcing steel waraxe of daylight (Shrouds) (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +8 light Damage against: +6% Undead Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe 'Dairenarintir' (Misfortune) (11.5-16.1 power, 9 apr)steel waraxe 'Dairenarintir' (Misfortune) (11.5-16.1 power, 9 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage Shield penetration (this weapon only): +10% Damage (Melee): +6 mind / +5 temporal When wielded/worn: Armour: +2 Damage when hit (Melee): 4 blight / 8 temporal Changes stats: +2 Cun / +2 Wil Changes resistances: +7% temporal Silence immunity: +15% Spellpower on spell critical (stacks up to 3 times): +4 Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe 'Lisodhenn' (Madness) (16-22.4 power, 4 apr)steel waraxe 'Lisodhenn' (Madness) (16-22.4 power, 4 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +7 blight / +12 lightning When wielded/worn: Critical mult.: +6.00% Healing mod.: +5% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of the mystic (Madness) (12-15.6 power, 6 apr)balanced steel dagger of the mystic (Madness) (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Mag / +1 Wil Disarm immunity: +17% Spellpower: +5 (+1 eff.) Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel dagger (Shrouds) (11.5-14.95 power, 6 apr)blazebringer's steel dagger (Shrouds) (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +1% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger of massacre (Corpses) (17-22.1 power, 6 apr)flaming steel dagger of massacre (Corpses) (17-22.1 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial steel dagger (Shrouds) (12.5-16.25 power, 6 apr)glacial steel dagger (Shrouds) (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 ice When wielded/worn: Armour: +5 Changes resistances penetration: +4% cold Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning steel dagger (Corpses) (12-15.6 power, 6 apr)manaburning steel dagger (Corpses) (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8 arcane resource burn Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of crippling (Shrouds) (11-14.3 power, 6 apr)steel dagger of crippling (Shrouds) (11-14.3 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of erosion (Nightmares) (11.5-14.95 power, 6 apr)steel dagger of erosion (Nightmares) (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature / +4 temporal Curse of Nightmares Sharp, short and deadly. |
Serpent's Glare (Nightmares) (7-7.7 power, 15 apr, nature damage) Serpent's Glare (Nightmares) (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 288.02 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar (Misfortune) (2-2.2 power, 12 apr, nature damage) mossy mindstar (Misfortune) (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Shrouds) (2-2.2 power, 12 apr, mind damage) mossy mindstar (Shrouds) (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Blindtrail (Nightmares) (6-6.6 power, 18 apr, nature damage)Blindtrail (Nightmares) (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * Slows global speed by 3% Changes resistances: +3% acid Changes damage: +2% nature Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +0.50 Maximum psi: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Toxinquake (Shrouds) (6-6.6 power, 18 apr, nature damage)Toxinquake (Shrouds) (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 3 mind / 3 darkness Changes resistances penetration: +3% acid / +4% fire / +4% cold / +3% physical Changes damage: +8% acid / +6% physical / +3% darkness / +7% fire / +3% mind / +6% cold Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. absorbing vined mindstar of balance (Madness) (5-5.5 power, 18 apr, mind damage)absorbing vined mindstar of balance (Madness) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% lightning / +6% fire / +5% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. creative vined mindstar of the jelly (Nightmares) (5-5.5 power, 18 apr, mind damage)creative vined mindstar of the jelly (Nightmares) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes damage: +3% acid Critical mult.: +9.00% Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Surefire (Nightmares)Surefire (Nightmares) Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Nightmares It can be used to activate talent Steady Shot (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level. Shineworth the ash longbow (Corpses)Shineworth the ash longbow (Corpses) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +14 acid When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +5% arcane / +10% physical Changes damage: +20% acid / +8% physical Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Thunderthorn (Madness)Thunderthorn (Madness) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to daze * 20% chance to disease When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances penetration: +9% physical Changes damage: +6% blight / +8% physical / +3% lightning Talent cooldown: Steady Shot (-1 turn) Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash longbow of cold (Misfortune)ash longbow of cold (Misfortune) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 cold When wielded/worn: Changes damage: +10% cold Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady ash longbow of cold (Misfortune)steady ash longbow of cold (Misfortune) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +8% cold Talent cooldown: Steady Shot (-1 turn) Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Glolle (Corpses)Glolle (Corpses) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +7 (+0 eff.) Changes stats: +2 Str Talent cooldown: Steady Shot (-2 turns) Maximum hate: +6.00 See invisible: +9 Heals friendly targets nearby when you use a nature summon: +10 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Issobar the cured leather sling (Madness)Issobar the cured leather sling (Madness) Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 cold When wielded/worn: Physical power: +5 (+0 eff.) Armour: +5 Changes stats: +3 Str / +1 Wil Changes resistances penetration: +9% physical / +6% cold Changes damage: +9% temporal / +10% physical Mental save: +6 (+1 eff.) Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather sling of fire (Shrouds)cured leather sling of fire (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 fire When wielded/worn: Changes damage: +9% fire Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows (Misfortune) (14/14, 18-25.2 power, 7 apr)arcing quiver of ash arrows (Misfortune) (14/14, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 61% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +7 lightning Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of daylight (Shrouds) (17/18, 18-25.2 power, 7 apr)quiver of ash arrows of daylight (Shrouds) (17/18, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 61% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Damage (Ranged): +5 light Damage against: +5% Undead Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Velowe the pouch of steel shots (Corpses) (16/16, 21.5-25.8 power, 3 apr)Velowe the pouch of steel shots (Corpses) (16/16, 21.5-25.8 power, 3 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stat: 136% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +7.5% Capacity: 16 Turns elapse between self-loadings: 5 On weapon hit: * 7% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning / +6 temporal Burst (radius 1) on hit: +8 physical Curse of Corpses Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 60 block)Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block Curse of Misfortune The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. coruscating steel shield of acid resistance (+15%) (Shrouds) (6 def, 2 armour, 43 block)coruscating steel shield of acid resistance (+15%) (Shrouds) (6 def, 2 armour, 43 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 fire Changes stats: +2 Str Changes resistances: +15% acid / +11% fire Talent granted: +2 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting steel shield of fire resistance (+17%) (Nightmares) (11 def, 2 armour, 44.5 block)deflecting steel shield of fire resistance (+17%) (Nightmares) (11 def, 2 armour, 44.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +11 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% fire Talent granted: +2 Block Deflect projectiles away: +5% Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of fire resistance (+15%) (Misfortune) (6 def, 2 armour, 43 block)steel shield of fire resistance (+15%) (Misfortune) (6 def, 2 armour, 43 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +15% fire Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. focusing linen robe (Madness) (0 def, 0 armour)focusing linen robe (Madness) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Mana each turn: +0.10 Psi each turn: +0.12 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy linen robe (Shrouds) (0 def, 0 armour)slimy linen robe (Shrouds) (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Mardylahell (Nightmares) (2 def, 2 armour)Mardylahell (Nightmares) (2 def, 2 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Changes stats: +2 Con Changes resistances: +9% darkness / +16% cold / +3% light / +3% nature Changes damage: +7% nature / +11% cold Physical save: +18 (+2 eff.) Poison immunity: +26% Disease immunity: +20% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of corrosion (+16%) (Madness) (0 def, 0 armour)mindwoven woollen robe of corrosion (+16%) (Madness) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% acid Changes damage: +11% acid Mental save: +16 (+3 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of corrosion (+15%) (Madness) (0 def, 0 armour)mindwoven woollen robe of corrosion (+15%) (Madness) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid Mental save: +19 (+3 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +4% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of life (Shrouds) (0 def, 0 armour)mindwoven woollen robe of life (Shrouds) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight Mental save: +19 (+3 eff.) Life regen: +1.50 Maximum life: +40.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Healing mod.: +10% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (Misfortune) (0 def, 0 armour)spellwoven woollen robe (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Spell save: +17 (+2 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of fire (+16%) (Madness) (0 def, 0 armour)spellwoven woollen robe of fire (+16%) (Madness) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% fire Changes damage: +11% fire Spell save: +15 (+2 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (Madness) (1 def, 2 armour) rough leather armour (Madness) (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (Madness) (1 def, 2 armour)spiked rough leather armour (Madness) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Curse of Madness A suit of armour made of leather. |
spiked rough leather armour (Shrouds) (1 def, 2 armour) spiked rough leather armour (Shrouds) (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (Misfortune) (1 def, 2 armour)spiked rough leather armour of cold resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% cold Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of the wind (Misfortune) (7 def, 4 armour)cured leather armour of the wind (Misfortune) (7 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Armour: +4 Defense: +7 (+1 eff.) Fatigue: +7% Stamina each turn: +0.90 Chance to avoid any damage: +5% Activating this item is instant. Curse of Misfortune It can be used to activate talent Second Wind, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of cold resistance (Shrouds) (2 def, 4 armour)prismatic cured leather armour of cold resistance (Shrouds) (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +16% cold / +11% light / +10% darkness Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (Corpses) (2 def, 4 armour)spiked cured leather armour of acid resistance (Corpses) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical Changes resistances: +15% acid Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (Madness) (2 def, 4 armour)spiked cured leather armour of acid resistance (Madness) (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +16% acid Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (Madness) (2 def, 4 armour)troll-hide cured leather armour (Madness) (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Life regen: +3.80 Healing mod.: +10% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. iron mail armour of resilience (Shrouds) (2 def, 4 armour)iron mail armour of resilience (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Maximum life: +21.00 Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of stability (Shrouds) (2 def, 4 armour)iron mail armour of stability (Shrouds) (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +5% physical Physical save: +10 (+1 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of cold resistance (Madness) (2 def, 12 armour)impenetrable steel mail armour of cold resistance (Madness) (2 def, 12 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +17% cold Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of fire resistance (Nightmares) (2 def, 11 armour)impenetrable steel mail armour of fire resistance (Nightmares) (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +15% fire Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour (Shrouds) (2 def, 6 armour)spiked steel mail armour (Shrouds) (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of lightning resistance (Shrouds) (3 def, 8 armour)dwarven-steel mail armour of lightning resistance (Shrouds) (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +16% lightning Curse of Shrouds A suit of armour made of mail. |
Thalore-Wood Cuirass (Corpses) (4 def, 12 armour) Thalore-Wood Cuirass (Corpses) (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Corpses Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
This item will automatically be transmogrified when you leave the level. steel plate armour of the dragon (Misfortune) (4 def, 9 armour)steel plate armour of the dragon (Misfortune) (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +1 Str / +1 Con Changes resistances: +5% acid / +5% physical / +6% cold / +8% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +20% Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Girdle of the Calm Waters (Madness)Girdle of the Calm Waters (Madness) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. rough leather belt (Nightmares)rough leather belt (Nightmares) 1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of resilience (Shrouds)rough leather belt of resilience (Shrouds) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +34.00 Curse of Shrouds A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. steady rough leather gloves of magic (+2) (Nightmares) (0 def, 1 armour)steady rough leather gloves of magic (+2) (Nightmares) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 49% Wil, 89% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 1). Damage (Melee): +4 arcane Burst (radius 2) on crit: +6 arcane Curse of Nightmares Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. storm rough leather gloves of strength (+3) (Misfortune) (0 def, 1 armour)storm rough leather gloves of strength (+3) (Misfortune) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 49% Wil, 89% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +6 lightning Curse of Misfortune Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cinder iron gauntlets of dexterity (+2) (Madness) (0 def, 1 armour)cinder iron gauntlets of dexterity (+2) (Madness) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes damage: +3% fire When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 49% Wil, 89% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Curse of Madness Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (Madness) (0 def, 1 armour) iron gauntlets (Madness) (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 49% Wil, 89% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Curse of Madness Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful iron gauntlets (Shrouds) (0 def, 1 armour)restful iron gauntlets (Shrouds) (0 def, 1 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 49% Wil, 89% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 1). Curse of Shrouds Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat (Shrouds) (1 def, 0 armour) stabilizing linen wizard hat (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Physical save: +5 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 pearl 2 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
789 alchemist agate (Madness) 789 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
brass lantern (Nightmares) brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of focus (Corpses) survivor's brass lantern of focus (Corpses)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Physical save: +5 (+1 eff.) Light radius: +2 Healing mod.: +11% Curse of Corpses A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe (Madness) (dig speed 38 turns) iron pickaxe (Madness) (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Achievements
By imboooo the DarkTemplar None level 14
78th Pyre 122nd year of Ascendancy at 15:35 see stats
By imboooo the DarkTemplar None level 9
77th Pyre 122nd year of Ascendancy at 03:03 see stats
By imboooo the DarkTemplar None level 8
76th Pyre 122nd year of Ascendancy at 22:51 see stats
By imboooo the DarkTemplar None level 16
79th Pyre 122nd year of Ascendancy at 07:20 see stats
By imboooo the DarkTemplar None level 10
77th Pyre 122nd year of Ascendancy at 11:01 see stats
By imboooo the DarkTemplar None level 18
79th Pyre 122nd year of Ascendancy at 19:42 see stats
By imboooo the DarkTemplar None level 10
77th Pyre 122nd year of Ascendancy at 11:22 see stats
By imboooo the DarkTemplar None level 8
76th Pyre 122nd year of Ascendancy at 21:57 see stats
By imboooo the DarkTemplar None level 15
78th Pyre 122nd year of Ascendancy at 22:13 see stats
By imboooo the DarkTemplar None level 4
75th Pyre 122nd year of Ascendancy at 23:39 see stats
By imboooo the DarkTemplar None level 2
74th Pyre 122nd year of Ascendancy at 14:55 see stats
Log
Imboooo deactivates Kinetic Aura.
Imboooo deactivates Weapon of Light.
Imboooo deactivates Inner Power.
Imboooo deactivates Blood Vengeance.
Imboooo deactivates Phantasmal Shield.
Imboooo deactivates Fiery Hands.
Imboooo deactivates Quicken Spells.
Imboooo deactivates Hurricane.
Imboooo deactivates Premonition.
Imboooo no longer revels in blood quite so much.
Imboooo deactivates Keen Senses.
Imboooo deactivates Unworthy.
Imboooo deactivates Second Life.
Imboooo deactivates Abyssal Shield.
Imboooo deactivates Arcane Combat.
Imboooo deactivates Lacerating Strikes.
Imboooo deactivates Feather Wind.
Imboooo deactivates Blur Sight.
Imboooo deactivates Weapon of Wrath.
Imboooo deactivates Shadow Combat.
Imboooo deactivates Thunderstorm.
The furious lightning storm around imboooo calms down and disappears.
Imboooo deactivates Kinetic Shield.
Imboooo deactivates Skate.
Imboooo deactivates Arcane Reversal.
Imboooo deactivates Arcane Power.
Imboooo deactivates Beyond the Flesh.
Imboooo deactivates Arcane Shield.
Imboooo deactivates Thermal Shield.
Imboooo deactivates Precision.