Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doomed |
| Level / Exp | 50 / 193% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 72 (base 32) |
| Dexterity | 20 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 104 (base 60) |
| Willpower | 126 (base 60) |
| Cunning | 125 (base 60) |
Resources
| Life | 1217/1217 |
| Hate | 104/115 |
| Psi | 216/216 |
| Equilibrium | 18 |
| Healing Factor | 0.99999999999989 |
| Regeneration | 2.2499999999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -9.9475983006414E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 172 |
| Accuracy | 63 |
| Crit Chance | 97% |
| APR | 87 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 181 |
| Accuracy | 63 |
| Crit Chance | 97% |
| APR | 87 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 102 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 40 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 55 |
| Mental Save | 65 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 6% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 944% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 897 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.72 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cursed / Fears | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.42 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Psiblades |
| talent | Shadow Decoy |
| talent | Call Shadows |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | Guarding against melee damage: Will dismiss up to 427 damage from the next 2.6 attack(s) with a 8% chance to counterattack. Guarded |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 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 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2508. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed storm wyrm claw. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (Corpses) (6 def, 0 armour) =Jumpy= Aetherwalk (Corpses) (6 def, 0 armour) =Jumpy=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) Curse of Corpses It can be used to phase door up to range 6, within radius 2 of the target location, costing 19 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 167, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 523.23 darkness damage (based on Mindpower and charge), costing 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Glimmerwrest (Madness) (0 def, 5 armour) =Crit hat= Glimmerwrest (Madness) (0 def, 5 armour) =Crit hat=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +17 Lck / +10 Wil Changes resistances: +15% blight / +15% fire / +15% cold Changes resistances penetration: +5% light Changes damage: +6% blight Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mental save: +15 (+4 eff.) Spell crit. chance: +9% Mental crit. chance: +8% Infravision radius: +3 Curse of Madness A cap made of leather. |
| On hands | Shadowstone (Shrouds) (0 def, 3 armour) =New dis= Shadowstone (Shrouds) (0 def, 3 armour) =New dis=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Damage (Melee): 10 acid / 10 lightning / 10 cold / 17 arcane / 9 fire Changes stats: +4 Str / +5 Dex / +15 Mag / +17 Wil / +6 Cun Changes resistances: +10% arcane / +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +24 (+8 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +50% Hate when firing a critical mind attack: +3.00 Curse of Shrouds It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Sepsismalice (dig speed 10 turns) =We be critting= Sepsismalice (dig speed 10 turns) =We be critting=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Fatigue: -10% Changes stats: +27 Str / +1 Mag / +20 Wil Changes resistances: +3% nature Changes resistances penetration: +20% fire / +10% nature / +5% arcane Changes damage: +12% arcane Vim when firing critical spell: +1.00 Spell crit. chance: +3% Mental crit. chance: +30% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | pixie's stralite ring of misery =Hate ring= pixie's stralite ring of misery =Hate ring=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +12 Cun / +6 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +13 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | Emymiba the voratun ring =mind blind= Emymiba the voratun ring =mind blind=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Fatigue: -10% Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 34% chance to blind Changes stats: +9 Cun Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +24% mind Maximum encumbrance: +39 Rings can have magical properties. |
| Around neck | grounding steel amulet of perfection (0.22 Wild-gift / Mindstar mastery,0.22 Cursed / Punishments) =Main= grounding steel amulet of perfection (0.22 Wild-gift / Mindstar mastery,0.22 Cursed / Punishments) =Main=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% lightning Talent masteries: +0.22 Wild-gift / Mindstar mastery +0.22 Cursed / Punishments Stun/Freeze immunity: +31% Amulets can have magical properties. |
| In main hand | living mindstar 'Layulle' (Misfortune) (112% power, 80 apr, mind damage) =Leachy= living mindstar 'Layulle' (Misfortune) (112% power, 80 apr, mind damage) =Leachy=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This parasitic mindstar will draw strength from other psionic mindstars. This psionic mindstar is wrathful to the hated. The natural wyrm seeks an element. The set is complete. Power: 112% Range: 1.1x Uses stats: 97% Wil, 58% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +80 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 6 lightning / 10 physical / 9 fire / 10 acid / 10 cold Changes resistances: +10% lightning / +8% physical / +10% cold / +10% fire / +5% arcane / +22% acid Changes resistances penetration: +10% acid / +15% mind / +15% darkness Changes damage: +25% mind / +24% darkness Blindness immunity: +50% Stun/Freeze immunity: +50% Hate when firing a critical mind attack: +12.00 Psi when firing a critical mind attack: +6.00 Maximum hate: +42.00 Mindpower: +19 (+3 eff.) Mental crit. chance: +16% Life leech chance: +25% Life leech: +25% 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. |
| Around waist | drakeskin leather belt 'Nimbussteel' (Misfortune) =Main= drakeskin leather belt 'Nimbussteel' (Misfortune) =Main=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+3 eff.) Effects on melee hit: * 47% chance to daze Damage when hit (Melee): 12 mind / 8 lightning Changes stats: +6 Dex / +6 Mag / +8 Wil / +7 Cun Changes resistances: +6% lightning Changes damage: +6% mind Physical save: +13 (+4 eff.) Spell save: +14 (+5 eff.) Spell crit. chance: +6% Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Infravision radius: +2 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Balanceguile (Nightmares) (113% power, 80 apr, nature damage) =Resonancy= Balanceguile (Nightmares) (113% power, 80 apr, nature damage) =Resonancy=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This mindstar will resonate with other psionic mindstars. The set is complete. Power: 113% Range: 1.1x Uses stats: 97% Wil, 58% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +80 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +10% mind / +10% nature Changes resistances penetration: +19% nature / +25% mind / +15% darkness Changes damage: +8% nature / +35% mind / +24% darkness Talent mastery: +0.20 Wild-gift / Harmony Blindness immunity: +50% Stun/Freeze immunity: +50% Equilibrium when hit: +1.70 Psi when hit: +2.50 Mindpower: +81 (+13 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +22% 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. |
| Cloak | Destala's Scales (Shrouds) (10 def, 0 armour) =Hitty= Destala's Scales (Shrouds) (10 def, 0 armour) =Hitty=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Shrouds It can be used to activate talent Dissolve (costing 16 power out of 20/20) : Effective talent level: 2.4 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Crimson Robe (Misfortune) (12 def, 0 armour) =Woho= Crimson Robe (Misfortune) (12 def, 0 armour) =Woho=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
heroism infusion of the psychic (+27 for 12 turns, die at -1082) heroism infusion of the psychic (+27 for 12 turns, die at -1082)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -1082 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+25 for 12 turns, die at -1179) heroism infusion of the wizard (+25 for 12 turns, die at -1179)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -1179 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (957% speed; 6 turns) movement infusion of the sneak (957% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 957% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (991% speed; 6 turns) movement infusion of the sneak (991% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 991% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 789 over 5 turns) regeneration infusion of the psychic (heal 789 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 789 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 25%; cure mental, magical) wild infusion (resist 25%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 9) controlled phase door rune of the duelist (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 14) controlled phase door rune of the sneak (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 26 for 9 turns) invisibility rune of the sneak (power 26 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 26) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the wizard (radius 17; dur 29; see dragon)vision rune of the wizard (radius 17; dur 29; see dragon) 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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 42) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any dragon around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet =Run20= Feathersteel Amulet =Run20=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain =Frosty= Frost Lord's Chain =Frosty=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
copper amulet 'Yvudheth' =orcy= copper amulet 'Yvudheth' =orcy=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Con Grants telepathy: Humanoid/Orc Life regen: +1.00 Amulets can have magical properties. |
gold amulet 'Glittervengeance' =heal= gold amulet 'Glittervengeance' =heal=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +5 Defense: +6 (+2 eff.) Damage when hit (Melee): 20 light / 16 lightning Changes resistances cap: +4% all Changes damage: +7% physical Physical save: +8 (+2 eff.) Cut immunity: +60% Combat speed: +10% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 578 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starseer's stralite amulet of mastery (0.34 Cursed / Shadows) =IfIonlyneeded this ;D= starseer's stralite amulet of mastery (0.34 Cursed / Shadows) =IfIonlyneeded this ;D=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% light / +7% temporal / +7% darkness / +7% physical Talent mastery: +0.34 Cursed / Shadows Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet 'Ebonytouch'stralite amulet 'Ebonytouch' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +22% fire / +6% light / +26% cold Changes resistances penetration: +15% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Confusion immunity: +15% Knockback immunity: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blazesorrow the voratun ring Blazesorrow the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+7 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +10 Dex / +12 Cun / +6 Con Changes resistances: +36% acid Changes resistances penetration: +15% light Changes damage: +18% acid Spell save: +20 (+6 eff.) Mana each turn: +0.08 Vim when firing critical spell: +1.00 Maximum stamina: +40.00 See invisible: +12 Rings can have magical properties. |
Elemental Fury (Nightmares) =Elemental kill= Elemental Fury (Nightmares) =Elemental kill=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Mnemonic =cleary= Mnemonic =cleary=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 24 power out of 30/30) : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Sunglamour =main runny 24= Sunglamour =main runny 24=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+7 eff.) Physical power: +20 (+5 eff.) Defense: +14 (+5 eff.) Changes stats: +6 Con Changes resistances: +6% cold / +3% light / +12% temporal Changes damage: +8% all Spell save: +26 (+8 eff.) Maximum stamina: +28.00 Spellpower: +18 (+4 eff.) Mindpower: +19 (+3 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
stralite ring 'Emelebeth' =Stun main= stralite ring 'Emelebeth' =Stun main=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Cun / +8 Wil Spell save: +25 (+8 eff.) Stun/Freeze immunity: +44% Life regen: +5.50 Equilibrium when hit: +0.16 Maximum life: +86.00 Spellpower: +6 (+1 eff.) Mindpower: +9 (+1 eff.) Healing mod.: +26% Rings can have magical properties. |
voratun ring 'Lisura' =move21= voratun ring 'Lisura' =move21=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +15 (+5 eff.) Changes stats: +7 Mag / +4 Wil / +8 Cun Changes resistances penetration: +10% mind Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +47% Maximum life: +37.00 Maximum hate: +2.00 Spellpower: +14 (+3 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. insidious voratun battleaxe of nature (Madness) (166% power, 4 apr)insidious voratun battleaxe of nature (Madness) (166% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +84 insidious poison When wielded/worn: Changes resistances: +14% all Changes resistances penetration: +21% nature Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe 'Lorodas' (Shrouds) (166% power, 4 apr)voratun battleaxe 'Lorodas' (Shrouds) (166% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 mind When wielded/worn: Accuracy: +21 (+9 eff.) Armour penetration: +17 Defense: +19 (+6 eff.) Damage when hit (Melee): 12 mind Changes resistances penetration: +20% mind / +21% physical Changes damage: +21% physical Disarm immunity: +70% Mana each turn: +0.12 Mana when firing critical spell: +1.00 Maximum mana: +40.00 Spellpower: +10 (+2 eff.) Curse of Shrouds 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. |
Life Drinker (Misfortune) (152% power, 11 apr) =Fcking finally= Life Drinker (Misfortune) (152% power, 11 apr) =Fcking finally=Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Misfortune It can be used to activate talent Worm Rot (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.74 acid and 14.51 blight damage. If not cleared after five turns it will inflict 89.36 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
manaburning voratun greatmaul of purging (Shrouds) (180% power, 4 apr) =Sickthatmageboy= manaburning voratun greatmaul of purging (Shrouds) (180% power, 4 apr) =Sickthatmageboy=Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 33 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +28 nature Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Heatcutter (Corpses) (172% power, 4 apr)Heatcutter (Corpses) (172% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+6 eff.) Damage when hit (Melee): 12 fire Changes resistances: +12% lightning / +12% cold / +9% mind Silence immunity: +10% Pinning immunity: +10% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword 'Aerata' (Misfortune) (171% power, 5 apr)voratun greatsword 'Aerata' (Misfortune) (171% power, 5 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +27 temporal / +28 nature / +8 physical When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +10% acid Changes damage: +12% acid Poison immunity: +5% Disarm immunity: +15% Confusion immunity: +10% Curse of Misfortune Massive two-handed swords. |
Anmalice (Madness) (158% power, 20 apr) =I hit back= Anmalice (Madness) (158% power, 20 apr) =I hit back=Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-8 eff.) Mindpower: +9 (+1 eff.) Curse of Madness The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
This item will automatically be transmogrified when you leave the level. Glorille the Brighthunger (Nightmares) (141% power, 5 apr)Glorille the Brighthunger (Nightmares) (141% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to disease Damage (Melee): +25 blight / +8 temporal Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +6% light / +12% fire Changes resistances penetration: +5% fire Changes damage: +6% light Curse of Nightmares Sharp, long, and deadly. |
Bloomsoul (Madness) (94% power, 13 apr, nature damage) Bloomsoul (Madness) (94% power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 70 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Nexus of the Way (Shrouds) (124% power, 40 apr, mind damage) Nexus of the Way (Shrouds) (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Shrouds It can be used to activate talent Wayist (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
living mindstar 'Arcjam' (Nightmares) (115% power, 40 apr, nature damage) living mindstar 'Arcjam' (Nightmares) (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to corrode armour Damage (Melee): +16 arcane Burst (radius 1) on hit: +8 lightning When wielded/worn: Armour: +10 Damage when hit (Melee): 17 ice Changes stats: +1 Str / +1 Wil / +2 Cun Changes resistances: +6% lightning / +18% cold Changes resistances penetration: +10% arcane / +19% cold Changes damage: +9% arcane / +20% cold Reduces incoming crit damage: 5.00% Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Curse of Nightmares It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. mage-hunter's reinforced leather sling (Madness)mage-hunter's reinforced leather sling (Madness) Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Effects on ranged hit: * 21 arcane resource burn Changes stats: +5 Cun / +6 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +13 (+2 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. dragonbone vilestaff 'Polowe' (Shrouds) (136% power, 6 apr, fire element)dragonbone vilestaff 'Polowe' (Shrouds) (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% lightning / +6% fire / +6% arcane / +3% darkness Changes damage: +30% fire Talent granted: +1 Command Staff Mental save: +10 (+3 eff.) Silence immunity: +5% Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's iron waraxe of ruin (Misfortune) (102% power, 2 apr)plaguebringer's iron waraxe of ruin (Misfortune) (102% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease Damage (Melee): +8 blight When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Critical mult.: +12.00% Disease immunity: +13% Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel waraxe (Shrouds) (101% power, 3 apr)plaguebringer's steel waraxe (Shrouds) (101% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 10% chance to disease Damage (Melee): +11 blight When wielded/worn: Disease immunity: +20% Curse of Shrouds One-handed war axes. |
rough leather belt of unlife (Madness) =What is dead cant drown= rough leather belt of unlife (Madness) =What is dead cant drown=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
Arurathel the Dimoath (Corpses) (0 def, 5 armour) =crit= Arurathel the Dimoath (Corpses) (0 def, 5 armour) =crit=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +6 Wil / +4 Cun / +6 Con Changes resistances: +12% nature / +3% darkness Changes resistances penetration: +10% darkness / +10% physical Spell save: +3 (+1 eff.) Mindpower: +8 (+1 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
Eden's Guile (Corpses) (2 def, 1 armour) =prerunny= Eden's Guile (Corpses) (2 def, 1 armour) =prerunny=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed by 70% (based on Cunning), costing 40 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (Nightmares) (4 def, 0 armour) =jumpy= Wanderer's Rest (Nightmares) (4 def, 0 armour) =jumpy=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 16 power out of 20/20) : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Hettyrelin' (Misfortune) (7 def, 5 armour) pair of drakeskin leather boots 'Hettyrelin' (Misfortune) (7 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Mag / +6 Wil Mental save: +10 (+3 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +1% Movement speed: +20% Curse of Misfortune It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 20 turns. A pair of boots made of leather. |
Zanurath the Rootoblivion (Shrouds) (0 def, 2 armour) =Wicked crit= Zanurath the Rootoblivion (Shrouds) (0 def, 2 armour) =Wicked crit=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Armour: +2 Damage (Melee): 11 mind Damage when hit (Melee): 12 nature Changes stats: +3 Cun / +4 Mag Changes resistances: +6% acid / +7% light / +8% darkness / +9% nature / +8% mind Changes damage: +8% mind / +9% nature Critical mult.: +11.00% Spell crit. chance: +14% Mental crit. chance: +11% Infravision radius: +1 Curse of Shrouds It can be used to activate talent Starfall, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 115.40 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. 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. Cyrena the elven-silk wizard hat (Nightmares) (3 def, 0 armour)Cyrena the elven-silk wizard hat (Nightmares) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% physical Changes damage: +20% physical Critical mult.: +15.00% Blindness immunity: +20% Silence immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Maximum psi: +40.00 Mental crit. chance: +2% Curse of Nightmares A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour) =Why isnt u better= Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour) =Why isnt u better=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Nightmares This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
augmenting elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour) =New eye= augmenting elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour) =New eye=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +10 Con Changes damage: +13% acid / +12% lightning / +11% fire / +32% arcane / +14% cold Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 5.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Yvybrethra' (Nightmares) (3 def, 0 armour) =Equi= elven-silk wizard hat 'Yvybrethra' (Nightmares) (3 def, 0 armour) =Equi=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +6 Wil / +9 Cun / +2 Con Mental save: +26 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +5.70 Equilibrium when hit: +2.20 Psi when hit: +3.00 Hate when hit: +2.60 Only die when reaching: -20.00 life Mental crit. chance: +8% Infravision radius: +3 Damage Shield Power: +10% Curse of Nightmares It can be used to activate talent Hateful Whisper, placing all other charms into a 12 cooldown : Effective talent level: 3.4 Power cost: 12 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 647 mind damage and feed you 4 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 28% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. aetheric reinforced leather armour (Misfortune) (4 def, 7 armour)aetheric reinforced leather armour (Misfortune) (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 arcane Damage (Ranged): 9 arcane Mana each turn: +0.34 Spellpower: +17 (+4 eff.) Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of delving (Madness) (4 def, 7 armour)cleansing reinforced leather armour of delving (Madness) (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Str Changes resistances: +15% blight / +13% physical / +18% darkness / +16% nature Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Willowwaker' (Madness) (15 def, 8 armour) drakeskin leather armour 'Willowwaker' (Madness) (15 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Ranged Defense: +16 (+5 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Changes resistances: +20% darkness / +3% nature / +19% light Changes resistances penetration: +15% mind Changes damage: +9% mind Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Demonjustice (21/21, 161% power, 18 apr)Demonjustice (21/21, 161% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 162% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to inflict damage reduction Damage (Ranged): +4 darkness / +4 mind Burst (radius 1) on hit: +8 darkness / +4 mind Burst (radius 2) on crit: +16 darkness Arrows are used with bows to pierce your foes to death. |
65 alchemist agate 65 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Hathemnir' (dig speed 9 turns) =Run10 crit11= dwarven-steel pickaxe 'Hathemnir' (dig speed 9 turns) =Run10 crit11=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+2 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +8 Str / +4 Dex / +6 Wil Changes resistances: +6% blight / +3% lightning Changes damage: +6% physical Pinning immunity: +10% Teleport immunity: +5% Maximum life: +32.00 Maximum stamina: +20.00 Mental crit. chance: +11% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ =Sickemboy= Mummified Egg-sac of Ungolรซ =Sickemboy=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =Free fluff= Rungof's Fang =Free fluff=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One =Dreamon= Eye of the Dreaming One =Dreamon=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 2.4 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
40 alchemist bloodstone 40 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 160 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) =Luv ya= Rod of Spydric Poison (3/3) =Luv ya=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 665.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nerarianor the stralite torque of mindblast [power 261] (5 cooldown) =Wicked dps= Nerarianor the stralite torque of mindblast [power 261] (5 cooldown) =Wicked dps=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% acid Changes damage: +6% mind Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% It can be used to fire a blast of psionic energies in a range 10 beam dealing 130.50 to 261.00 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life =Healy= Tree of Life =Healy=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Doom the Ogre Doomed level 34
32nd Regrowth 124th year of Ascendancy at 06:33 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Doom the Ogre Doomed level 34
45th Haze 123rd year of Ascendancy at 13:06 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Doom the Ogre Doomed level 48
47th Regrowth 125th year of Ascendancy at 00:05 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Doom the Ogre Doomed level 48
42nd Regrowth 125th year of Ascendancy at 04:43 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Doom the Ogre Doomed level 40
47th Dusk 124th year of Ascendancy at 13:09 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Doom the Ogre Doomed level 34
8th Decay 123rd year of Ascendancy at 21:49 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Doom the Ogre Doomed level 5
41st Haze 122nd year of Ascendancy at 21:37 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Doom the Ogre Doomed level 39
50th Pyre 124th year of Ascendancy at 07:22 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Doom the Ogre Doomed level 44
56th Haze 124th year of Ascendancy at 21:52 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Doom the Ogre Doomed level 19
13rd Pyre 123rd year of Ascendancy at 22:12 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doom the Ogre Doomed level 34
20th Regrowth 124th year of Ascendancy at 01:30 see stats
Fast Curse Dispel (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Doom the Ogre Doomed level 5
41st Haze 122nd year of Ascendancy at 21:37 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Doom the Ogre Doomed level 38
22nd Pyre 124th year of Ascendancy at 08:59 see stats
Guiding Hand (Madness (Roguelike) difficulty)
Saved all escorted adventurers.By Doom the Ogre Doomed level 39
49th Pyre 124th year of Ascendancy at 11:26 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doom the Ogre Doomed level 21
18th Pyre 123rd year of Ascendancy at 23:03 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Doom the Ogre Doomed level 10
62nd Haze 122nd year of Ascendancy at 06:35 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Doom the Ogre Doomed level 20
14th Pyre 123rd year of Ascendancy at 02:53 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Doom the Ogre Doomed level 30
60th Dusk 123rd year of Ascendancy at 20:17 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Doom the Ogre Doomed level 40
50th Pyre 124th year of Ascendancy at 07:22 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Doom the Ogre Doomed level 50
76th Pyre 125th year of Ascendancy at 13:43 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Doom the Ogre Doomed level 49
64th Pyre 125th year of Ascendancy at 03:42 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Doom the Ogre Doomed level 26
58th Pyre 123rd year of Ascendancy at 05:27 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Doom the Ogre Doomed level 35
77th Regrowth 124th year of Ascendancy at 06:12 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Doom the Ogre Doomed level 27
12nd Dusk 123rd year of Ascendancy at 21:31 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Doom the Ogre Doomed level 40
50th Pyre 124th year of Ascendancy at 09:35 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Doom the Ogre Doomed level 24
36th Pyre 123rd year of Ascendancy at 23:58 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Doom the Ogre Doomed level 9
54th Haze 122nd year of Ascendancy at 09:11 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Doom the Ogre Doomed level 49
64th Pyre 125th year of Ascendancy at 04:43 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Doom the Ogre Doomed level 19
9th Pyre 123rd year of Ascendancy at 02:28 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Doom the Ogre Doomed level 46
24th Regrowth 125th year of Ascendancy at 11:36 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Doom the Ogre Doomed level 9
55th Haze 122nd year of Ascendancy at 20:14 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Doom the Ogre Doomed level 44
62nd Haze 124th year of Ascendancy at 21:35 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Doom the Ogre Doomed level 29
47th Dusk 123rd year of Ascendancy at 01:26 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doom the Ogre Doomed level 14
36th Regrowth 123rd year of Ascendancy at 05:35 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Doom the Ogre Doomed level 33
44th Haze 123rd year of Ascendancy at 09:20 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Doom the Ogre Doomed level 48
51st Pyre 125th year of Ascendancy at 17:22 see stats
Log
Doom receives 31 healing from Unnatural Body.
Doom picks up (D.): voratun greatsword 'Aerata' (Misfortune) (171% power, 5 apr).
Shadow casts Arcane Reconstruction.
Shadow receives 672 healing.
Talent Mind Sear is ready to use.
Doom receives 27 healing from Unnatural Body.
Shadow resists the searing flame!
You pickup 0.42 gold pieces.
Ran for 4 turns (stop reason: hostile spotted to the west (Yvinne the storm drake hatchling's Ice Shards)).
Shadow casts Phase Door.
Talent Hateful Whisper is ready to use.
Talent Infusion: Movement is ready to use.
Talent Rune: Shielding is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Doom deactivates Call Shadows.
Doom deactivates Mental Tyranny.
Doom deactivates Shadow Decoy.
Doom deactivates Psiblades.
Doom deactivates Gesture of Pain.
Doom deactivates Deflection.
