Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Dark Priest 1.4.4 Infinite500 v2.5h: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Hulk! 1.4.8 Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Damned Class 1.2.5Adds a new afflicted class. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official Expansion!ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.4.8Donators/Buyers bonus! Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Returned |
| Class | Adventurer |
| Level / Exp | 152 / 70% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Layadhenor the giant acid ant at level 152 on the 77th Haze 122nd year of Ascendancy at 12:45 6 / 1 |
Primary Stats
| Strength | 132 (base 69) |
| Dexterity | 90.000000000003 (base 60) |
| Constitution | 282 (base 147) |
| Magic | 77.000000000001 (base 60) |
| Willpower | 237 (base 147) |
| Cunning | 258 (base 147) |
Resources
| Life | 5687/5687 |
| Hate | 122/122 |
| Stamina | 2681/2681 |
| Psi | 3130/3130 |
| Healing Factor | 1.66 |
| Regeneration | 231.4206 |
Speed
| Mental | +98.9% |
| Attack | +98.9% |
| Movement | -1.3333333333333% |
| Spell | +98.9% |
| Global | +123.1% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 22 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 124 |
| Crit Chance | 338% |
| APR | 71 |
| Speed | 0.50 |
Offense: Offhand
| Damage | 193 |
| Accuracy | 124 |
| Crit Chance | 339% |
| APR | 87 |
| Speed | 0.50 |
Offense: Spell
| Spellpower | 128 |
| Crit Chance | 100% |
| Speed | 0.50276520864756 |
Offense: Mind
| Mindpower | 173 |
| Crit Chance | 100% |
| Speed | 0.50276520864756 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | 419.27859545971 (50%) |
| Defense | 106 |
| Ranged Defense | 108 |
| Fatigue | 0 |
| Physical Save | 130 |
| Spell Save | 130 |
| Mental Save | 130 |
Defense: Resistances
| All | +223%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 60% |
| Silence Resistance | 49% |
| Poison Resistance | 20% |
| Knockback Resistance | 100% |
Inscriptions (2/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| Psionic / Absorption | 1.50 |
| 0/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Psionic / Projection | 1.70 |
| 0/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 13/5 |
| 6/5 |
| 6/5 |
| 13/5 |
| Cursed / Torture | 1.30 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Suffering | 1.30 |
| 13/5 |
| 1/5 |
| 13/5 |
| 13/5 |
| Psionic / Gestalt | 1.30 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| Cursed / Punishments | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| Psionic / Action at a distance | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 13/5 |
| 9/5 |
| 13/5 |
| Psionic / Psychic Assault | 1.50 |
| 13/5 |
| 9/5 |
| 13/5 |
| 9/5 |
Generic Talents
| Cursed / Cursed aura | 1.50 |
| 13/5 |
| 13/5 |
| 6/5 |
| 0/5 |
| Cursed / Cursed form | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.20 |
| 13/5 |
| 13/5 |
| 6/5 |
| 13/5 |
| Race / Returned | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| Technique / Combat training | 1.30 |
| 13/5 |
| 3/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Cursed / Gestures | 1.50 |
| 13/5 |
| 6/5 |
| 8/5 |
| 13/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Conditioning | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 13/5 |
| 13/5 |
| 1/5 |
| 13/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved spell save by +4. | 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 |
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 fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | 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 |
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 avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bear paw. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed orc heart. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | 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! | active |
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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Stokeborn (Misfortune) (62.5-81.25 power, 9 apr) Stokeborn (Misfortune) (62.5-81.25 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 62.5 - 81.3 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +15 nature / +12 temporal When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to disease Changes stats: +5 Dex / +5 Wil / +2 Con Changes resistances: +12% fire Changes damage: +6% blight Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Infravision radius: +2 Curse of Misfortune Sharp, short and deadly. |
| Quiver | Arthovor the Lightningfist (Madness) (21/21, 54.5-76.3 power, 18 apr) Arthovor the Lightningfist (Madness) (21/21, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Ranged): +16 bleed / +16 mind / +14 cold Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +8 mind / +8 lightning Curse of Madness Arrows are used with bows to pierce your foes to death. |
| On hands | temporal hardened leather gloves of magic (+3) (Corpses) (0 def, 2 armour) temporal hardened leather gloves of magic (+3) (Corpses) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 9 temporal Changes stats: +3 Mag Changes resistances: +7% temporal Changes damage: +6% arcane / +4% temporal When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to gain 10% of a turn Damage (Melee): +10 arcane Burst (radius 2) on crit: +8 arcane Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | survivor's alchemist's lamp (Madness) survivor's alchemist's lamp (Madness)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+0 eff.) Light radius: +3 Healing mod.: +15% Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | elven-silk wizard hat 'Zereduldil' (Corpses) (5 def, 0 armour) elven-silk wizard hat 'Zereduldil' (Corpses) (5 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +3 Dex / +2 Mag / +34 Wil / +22 Cun / +2 Con Changes resistances: +6% temporal / +30% fire / +33% nature / +40% mind Changes damage: +15% lightning / +15% temporal / +15% darkness / +35% fire / +20% nature / +15% acid / +12% physical / +36% mind / +14% cold / +15% arcane / +14% light Physical save: +44 (+0 eff.) Mental save: +64 (+9 eff.) Poison immunity: +20% Confusion immunity: -20% Fear immunity: -20% Knockback immunity: +20% Psi each turn: +0.80 Maximum psi: +70.00 Mindpower: +42 (+5 eff.) Mental crit. chance: +28% Light radius: +1 See invisible: +6 Curse of Corpses It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 858 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On feet | Godanor (Misfortune) (10 def, 5 armour) Godanor (Misfortune) (10 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Dex / +10 Cun / +6 Con Changes resistances: +6% arcane Changes damage: +6% temporal Reduces incoming crit damage: 15.00% Physical save: +40 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +38 (+6 eff.) Silence immunity: +49% Confusion immunity: +33% Stun/Freeze immunity: +35% Stamina each turn: +0.90 Only die when reaching: -60.00 life Maximum life: +10.00 Maximum stamina: +40.00 Spellpower: +6 (+1 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Tool | Mardyrokath (Shrouds) (dig speed 14 turns) Mardyrokath (Shrouds) (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 4 mind Changes stats: +11 Str / +2 Cun / +3 Con Changes resistances penetration: +5% mind Light radius: +1 Infravision radius: +8 See invisible: +3 When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Shrouds It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Aerevea (Madness) Aerevea (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +13 (+1 eff.) Defense: +16 (+2 eff.) Changes stats: +10 Str / +7 Dex / +8 Mag / +7 Wil / +8 Cun / +8 Con Changes resistances penetration: +10% blight Mental save: +24 (+4 eff.) Confusion immunity: +36% Psi when hit: +0.16 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +12 (+2 eff.) Curse of Madness Rings can have magical properties. |
| On fingers | Prismcrack the voratun ring (Nightmares) Prismcrack the voratun ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +16 Physical power: +20 (+2 eff.) Defense: +35 (+6 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to blind Changes stats: +33 Cun / +22 Wil Changes resistances: +3% acid / +3% cold / +12% darkness Changes resistances penetration: +15% mind Changes damage: +8% all Maximum encumbrance: +40 Spell save: +9 (+0 eff.) Stun/Freeze immunity: +50% Life regen: +6.80 Hate when firing a critical mind attack: +2.00 Maximum life: +100.00 Spellpower: +20 (+3 eff.) Mindpower: +61 (+7 eff.) Mental crit. chance: +2% Healing mod.: +21% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | voratun amulet 'Eclipsereaper' (Madness) voratun amulet 'Eclipsereaper' (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +8 Cun / +5 Con Changes resistances: +3% darkness Changes damage: +12% darkness / +3% arcane Physical save: +35 (+0 eff.) Spell save: +18 (+0 eff.) Mental save: +11 (+2 eff.) Life regen: +1.60 Maximum life: +57.00 Curse of Madness Amulets can have magical properties. |
| In main hand | Xerorevena the Flashresolve (Corpses) (9-9.9 power, 24 apr, nature damage) Xerorevena the Flashresolve (Corpses) (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar projects psionic energy if enough is absorbed. This natural fire should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 65% chance to disease On weapon crit: * wounds the target Damage (Melee): +7 ice / +11 physical / +8 blight / +14 fire / +11 bleed Burst (radius 2) on crit: +4 blight Damage against: +34% Undead / +20% Animal When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 45% chance to inflict damage reduction Damage (Melee): 10 nature Damage when hit (Melee): 8 light / 14 fire Changes stats: +5 Con Changes resistances: +18% temporal / +41% darkness / +14% fire / +21% nature / +11% acid / +11% physical / +29% blight / +7% cold / +6% light Changes resistances penetration: +6% acid / +7% physical / +10% darkness / +10% blight / +18% fire / +7% cold Changes damage: +12% lightning / +11% temporal / +9% light / +54% fire / +7% nature / +11% acid / +35% physical / +3% blight / +30% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +13 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +12 (+2 eff.) Disease immunity: +19% Life regen: +1.40 Stamina when hit: +3.40 Equilibrium when hit: +3.10 Hate when firing a critical mind attack: +4.00 Maximum life: +31.00 Maximum hate: +16.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +13% Light radius: +3 Infravision radius: +6 Global speed: +4% Life leech chance: +16% Life leech: +17% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | drakeskin leather belt 'Belulravea' (Shrouds) drakeskin leather belt 'Belulravea' (Shrouds)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +42 (+5 eff.) Changes stats: +11 Dex / +6 Mag / +12 Wil / +19 Cun / +10 Lck Changes resistances: +12% fire / +15% cold Changes resistances penetration: +20% mind / +37% physical Changes damage: +9% mind / +43% physical Reduced damage from: +33% Summoned Critical mult.: +14.00% Trap disarming bonus: +30 Stealth bonus: +15 Spell save: +40 (+0 eff.) Mental save: +25 (+4 eff.) Life regen: +3.60 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +93.00 Spell crit. chance: +6% Mental crit. chance: +17% Infravision radius: +6 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +20 Size category: +3 Curse of Shrouds A belt that goes around your waist. |
| In off hand | resonating living mindstar of sand (Corpses) (16-17.6 power, 40 apr, nature damage) resonating living mindstar of sand (Corpses) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 physical Changes resistances: +10% mind / +15% physical Changes resistances penetration: +10% mind / +18% physical Changes damage: +10% mind / +20% physical Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Psi when hit: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% Curse of Corpses It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.3 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 41 of target armor and 21% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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 | cashmere cloak 'Eremabar' (Shrouds) (9 def, 0 armour) cashmere cloak 'Eremabar' (Shrouds) (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +9 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 16 arcane Changes damage: +3% arcane Physical save: +13 (+0 eff.) Mental save: +5 (+1 eff.) Vim when firing critical spell: +1.00 Only die when reaching: -50.00 life Maximum mana: +20.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazevagrant (Misfortune) (5 def, 8 armour) Blazevagrant (Misfortune) (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 arcane / 8 lightning Changes stats: +7 Cun / +8 Wil Changes resistances: +7% physical / +13% arcane / +8% mind Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +3% lightning Critical mult.: +16.00% Physical save: +19 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +36 (+5 eff.) Curse of Misfortune A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 697) healing infusion of the titan (heal 697)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 697 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 495 over 5 turns)regeneration infusion (heal 495 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 1082 over 5 turns) regeneration infusion of the psychic (heal 1082 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 1082 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. Press to compare to your current inscriptions |
sun infusion of the psychic (rad 6; power 100; turns 3; dispells darkness) sun infusion of the psychic (rad 6; power 100; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 50). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 100) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 28%; cure magical) wild infusion of the duelist (resist 28%; cure 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: 14 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 effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (127 nature damage, 30% healing reduction) insidious poison infusion of the sneak (127 nature damage, 30% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 127.09 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
oxygen infusion of the psychic (stamina 502 over 10 turns) oxygen infusion of the psychic (stamina 502 over 10 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 502 stamina and air over 10 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 38; dur 7)phase door rune (range 14; power 38; dur 7) 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: 9 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. 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. |
Rune of the Rift (1098.00 temporal damage, removed from time 4 turns) Rune of the Rift (1098.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (50% of a turn) Is: a spell Description: Inflicts 1581.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Eclipsenail (Madness) Eclipsenail (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Cun / +3 Str Changes resistances: +6% darkness / +3% fire Spell save: +9 (+0 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
mule's copper ring of power (Shrouds) mule's copper ring of power (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Fatigue: -5% Maximum encumbrance: +21 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
rogue's copper ring of the mountain (+10%) (Shrouds) rogue's copper ring of the mountain (+10%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +10% physical Changes damage: +10% physical Curse of Shrouds Rings can have magical properties. |
Branyldil (Madness) Branyldil (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +26% Cut immunity: +15% Pinning immunity: +10% Infravision radius: +5 See stealth: +11 See invisible: +12 Curse of Madness Rings can have magical properties. |
voratun ring 'Zubylaith' (Corpses) voratun ring 'Zubylaith' (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +12 (+1 eff.) Defense: +15 (+2 eff.) Changes stats: +10 Str / +15 Wil / +16 Cun / +9 Con Changes resistances: +46% acid / +40% fire / +6% mind Changes damage: +20% acid / +20% fire Physical save: +30 (+0 eff.) Spell save: +20 (+0 eff.) Disarm immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +43% Knockback immunity: +10% Life regen: +5.30 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum life: +89.00 Spellpower: +6 (+1 eff.) Mindpower: +29 (+3 eff.) Movement speed: +25% Healing mod.: +30% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. ethereal yew starstaff of invocation (Shrouds) (20-24 power, 4 apr, temporal element)ethereal yew starstaff of invocation (Shrouds) (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+3 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +23 (+4 eff.) Spell crit. chance: +3% Damage Shield penetration: +34% Curse of Shrouds It can be used to conjure elemental energy in a radius 6 cone, dealing 269.18 to 323.02 temporal damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Dourwrither (Misfortune) (48-57.6 power, 5 apr, cold element) Dourwrither (Misfortune) (48-57.6 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 48.0 - 57.6 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 darkness / +17 physical Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +16 (+3 eff.) Physical crit. chance: +13.0% Defense: +26 (+4 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 29 fire Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +12 Con Changes resistances: +6% mind Changes resistances penetration: +10% darkness Changes damage: +48% cold Talent granted: +1 Command Staff Critical mult.: +35.00% Physical save: +10 (+0 eff.) Life regen: +3.40 Equilibrium when hit: +0.04 Maximum psi: +20.00 Spellpower: +44 (+7 eff.) Spell crit. chance: +15% Light radius: +5 See invisible: +17 Healing mod.: +52% Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 194.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
voratun greatmaul 'Neroleta' (Corpses) (74-111 power, 4 apr) voratun greatmaul 'Neroleta' (Corpses) (74-111 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 74.0 - 111.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 42% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 acid / +28 darkness / +42 blight / +38 cold Burst (radius 2) on crit: +4 mind Damage against: +26% Living When wielded/worn: Armour penetration: +17 Physical crit. chance: +58.0% Physical power: +19 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +15% physical Critical mult.: +28.00% Maximum encumbrance: +10 Healing mod.: +20% Curse of Corpses Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel waraxe (Madness) (15-21 power, 3 apr)steel waraxe (Madness) (15-21 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thunderous steel waraxe of rage (Corpses) (13.5-18.9 power, 3 apr)thunderous steel waraxe of rage (Corpses) (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stats: 30% Wil, 50% Mag, 100% Str 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: * 14% chance to daze When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +6 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Changes damage: +9% physical Stamina when hit: +1.30 Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (Misfortune) (17.5-24.5 power, 4 apr)dwarven-steel waraxe (Misfortune) (17.5-24.5 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Curse of Misfortune One-handed war axes. |
creative vined mindstar (Corpses) (6-6.6 power, 18 apr, mind damage) creative vined mindstar (Corpses) (6-6.6 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: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +5.00% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stokebrawn the thorny mindstar (Shrouds) (8.5-9.35 power, 24 apr, mind damage) Stokebrawn the thorny mindstar (Shrouds) (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 fire / +8 temporal Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 8 fire / 9 mind / 7 darkness Changes resistances: +15% fire Changes damage: +11% mind / +8% darkness Physical save: +5 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
thorny mindstar 'Lightningwilter' (Madness) (10-11 power, 24 apr, mind damage) thorny mindstar 'Lightningwilter' (Madness) (10-11 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural mindstar summons a caller. This natural mindstar calls for a summoner. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +12 temporal / +11 physical / +16 mind Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage when hit (Melee): 14 fire / 8 temporal Changes stats: +3 Cun / +3 Wil Changes resistances: +11% acid / +16% physical / +7% blight / +14% fire / +3% lightning Changes resistances penetration: +7% acid / +14% physical / +11% darkness / +10% lightning / +5% cold / +8% mind / +20% fire Changes damage: +36% acid / +33% physical / +15% darkness / +3% lightning / +13% mind / +11% cold / +7% nature / +25% fire Talent masteries: +0.30 Psionic / Voracity +0.40 Cursed / Dark sustenance Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Disease immunity: +19% Equilibrium when hit: +4.80 Hate per kill: +8.00 Psi per kill: +7.00 Mindpower: +30 (+3 eff.) Mental crit. chance: +11% Global speed: +4% Curse of Madness It can be used to inflict 511.49 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 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. |
thorny mindstar of winter (Corpses) (7.5-8.25 power, 24 apr, nature damage) thorny mindstar of winter (Corpses) (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +3 cold / +6 temporal When wielded/worn: Changes resistances: +5% light / +5% fire Changes damage: +7% cold / +3% darkness / +9% temporal Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's living mindstar of the jelly (Misfortune) (16-17.6 power, 40 apr, nature damage) wyrm's living mindstar of the jelly (Misfortune) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning / 10 physical / 10 cold / 10 acid / 10 fire Changes resistances: +10% lightning / +10% physical / +9% fire / +7% cold / +10% acid Changes damage: +8% acid Blindness immunity: +0% Stun/Freeze immunity: +0% Equilibrium when hit: +2.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. yew longbow (Corpses)yew longbow (Corpses) Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of lightning (Misfortune)mighty hardened leather sling of lightning (Misfortune) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +17 lightning When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +3 Str Changes damage: +17% lightning Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Timekeeper (Corpses) (4 def, 2 armour, 18 block) Timekeeper (Corpses) (4 def, 2 armour, 18 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. Curse of Corpses This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Skin of Many (Misfortune) (12 def, 6 armour) Skin of Many (Misfortune) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Misfortune The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour of clarity (Corpses) (5 def, 11 armour)enlightening dwarven-steel plate armour of clarity (Corpses) (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +7 Cun / +7 Wil Changes resistances: +8% mind Mental save: +35 (+5 eff.) Curse of Corpses A suit of armour made of metal plates. |
Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)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 Shrouds A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren (Corpses) Rope Belt of the Thaloren (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) Curse of Corpses The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the mystic (Misfortune)hardened leather belt of the mystic (Misfortune) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Mental save: +11 (+2 eff.) Spellpower: +8 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
Galequench the pair of dwarven-steel boots (Corpses) (0 def, 4 armour) Galequench the pair of dwarven-steel boots (Corpses) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +6 Mag / +6 Wil / +12 Cun / +8 Con Changes resistances: +22% temporal / +11% fire / +22% darkness / +11% cold Changes resistances penetration: +16% darkness / +16% temporal Changes damage: +3% arcane / +21% lightning Reduces incoming crit damage: 5.00% Physical save: +38 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +38 (+6 eff.) Stamina each turn: +0.90 Maximum stamina: +28.00 Lowers spell cool-downs by: 10% Light radius: +1 Movement speed: +40% Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 6 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadowriver the pair of dwarven-steel boots (Misfortune) (0 def, 4 armour) Shadowriver the pair of dwarven-steel boots (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 blight / 8 arcane / 8 darkness Changes stats: +3 Dex / +3 Wil / +4 Cun Changes resistances: +10% fire / +11% cold Changes damage: +6% blight Stamina each turn: +2.00 Mana when firing critical spell: +3.00 Maximum stamina: +74.00 Spellpower: +6 (+1 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Madness) (1 def, 2 armour) Spellhunt Remnants (Madness) (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
cinder small tauntlets (Nightmares) (0 def, 2 armour) cinder small tauntlets (Nightmares) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Changes resistances: +6% fire Changes damage: +4% fire Talent granted: +1 Block Tauntlets behave like a shield, and allow you to block attacks. 11 block power. When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 30% Wil, 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 71% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Curse of Nightmares A turtle shell fit with a simple strap. It covers the entire forearm. |
restful small tauntlets of magic (+2) (Madness) (0 def, 2 armour) restful small tauntlets of magic (+2) (Madness) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes damage: +3% arcane Talent granted: +1 Block Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Tauntlets behave like a shield, and allow you to block attacks. 9 block power. When used to modify unarmed attacks: Base power: 7.0 - 9.8 Uses stats: 30% Wil, 80% Con, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 71% When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +5 arcane Curse of Madness A turtle shell fit with a simple strap. It covers the entire forearm. |
stabilizing linen wizard hat of fire (+15%) (Nightmares) (1 def, 0 armour) stabilizing linen wizard hat of fire (+15%) (Nightmares) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +15% fire Changes damage: +10% fire Physical save: +5 (+0 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
Dawnkiller the rough leather cap (Shrouds) (0 def, 1 armour) Dawnkiller the rough leather cap (Shrouds) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +7% lightning / +7% temporal Changes damage: +3% mind Grants telepathy: Dragon Mindpower: +8 (+1 eff.) Light radius: +1 Heals friendly targets nearby when you use a nature summon: +10 Curse of Shrouds A cap made of leather. |
flint wardstone of mind warding (Madness) flint wardstone of mind warding (Madness)Requires: - Magic 20 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +12% mind Reduce damage by fixed amount: +3 all Maximum wards: +2 mind Changes damage: +12% mind Talent granted: +2 Ward Slows Projectiles: +20% Curse of Madness Handheld warding devices |
4 agate 4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz 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. |
148 alchemist agate (Corpses) 148 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
piercing brass lantern of corpselight (Shrouds) piercing brass lantern of corpselight (Shrouds)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +7% blight / +7% darkness Changes resistances penetration: +7% all Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 76 blight damage or heals 97 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Lamp of Illusion (Misfortune) Lamp of Illusion (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Changes damage: +10% light Talent mastery: +0.20 Spell / Illusion Light radius: +2 Infravision radius: +2 Curse of Misfortune This plain looking lamp is not what it seems. |
Summertide Phial (Corpses) Summertide Phial (Corpses)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 Corpses It can be used to call light (229 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (Nightmares) (dig speed 12 turns) Tooth of the Mouth (Nightmares) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig Curse of Nightmares A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (Shrouds) (dig speed 29 turns) sapper's iron pickaxe (Shrouds) (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Curse of Shrouds 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. steel torque of thermal psionic shield (Shrouds) [power 59] (20 cooldown)steel torque of thermal psionic shield (Shrouds) [power 59] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Curse of Shrouds It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 59 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Sepsisvile the elm totem of cure ailments (Misfortune) [power 1] (15 cooldown) Sepsisvile the elm totem of cure ailments (Misfortune) [power 1] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature / 4 arcane Changes stats: +2 Wil Changes resistances: +6% nature Changes resistances penetration: +10% arcane Changes damage: +3% nature Curse of Misfortune It can be used to remove up to 1 poisons or diseases from a target within range 13 (based on Willpower), putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Temporal Wyrm Heart Temporal Wyrm HeartPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Anuniso the Returned Adventurer level 14
4th Flare 122nd year of Ascendancy at 00:18 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By Anuniso the Returned Adventurer level 52
54th Haze 122nd year of Ascendancy at 06:09 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Anuniso the Returned Adventurer level 119
59th Haze 122nd year of Ascendancy at 09:51 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anuniso the Returned Adventurer level 148
71st Haze 122nd year of Ascendancy at 11:58 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Anuniso the Returned Adventurer level 13
10th Mirth 122nd year of Ascendancy at 10:16 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Anuniso the Returned Adventurer level 86
55th Haze 122nd year of Ascendancy at 03:18 see stats
Level 10 (Uniques)
Got a character to level 10.By Anuniso the Returned Adventurer level 10
77th Pyre 122nd year of Ascendancy at 12:10 see stats
Level 20 (Uniques)
Got a character to level 20.By Anuniso the Returned Adventurer level 20
55th Dusk 122nd year of Ascendancy at 10:22 see stats
Level 30 (Uniques)
Got a character to level 30.By Anuniso the Returned Adventurer level 30
56th Dusk 122nd year of Ascendancy at 15:24 see stats
Level 40 (Uniques)
Got a character to level 40.By Anuniso the Returned Adventurer level 40
38th Haze 122nd year of Ascendancy at 17:03 see stats
Level 50 (Uniques)
Got a character to level 50.By Anuniso the Returned Adventurer level 50
39th Haze 122nd year of Ascendancy at 01:44 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Anuniso the Returned Adventurer level 104
59th Haze 122nd year of Ascendancy at 05:18 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Anuniso the Returned Adventurer level 35
25th Haze 122nd year of Ascendancy at 00:32 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Anuniso the Returned Adventurer level 39
38th Haze 122nd year of Ascendancy at 17:03 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Anuniso the Returned Adventurer level 15
52nd Dusk 122nd year of Ascendancy at 00:36 see stats
The Arena (Uniques)
Unlocked Arena mode.By Anuniso the Returned Adventurer level 11
1st Mirth 122nd year of Ascendancy at 11:29 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Anuniso the Returned Adventurer level 64
54th Haze 122nd year of Ascendancy at 11:47 see stats
The secret city (Uniques)
Discovered the truth about mages.By Anuniso the Returned Adventurer level 14
26th Dusk 122nd year of Ascendancy at 18:07 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Anuniso the Returned Adventurer level 32
24th Haze 122nd year of Ascendancy at 19:24 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Anuniso the Returned Adventurer level 20
55th Dusk 122nd year of Ascendancy at 10:22 see stats
Log
Anuniso internal structure metallises.
Anuniso resonates with the damage.
Anuniso converts some damage to Psi!
Something hits Anuniso for (424 to psi shield), (70 resist armour), (1959 deflected), 802 to psi, 15485 darkness (16287 total damage).
Anuniso the level 152 returned adventurer was shadowed to death by Layadhenor the giant acid ant on level 1 of Dreadfell.
You have 6 life(s) left.
Anuniso deactivates Augmentation.
Anuniso is less impervious to physical effects.
Anuniso deactivates Victim.
Anuniso deactivates Gestalt.
Anuniso deactivates Charged Aura.
Anuniso is no longer resonating.
Anuniso deactivates Beyond the Flesh.
Anuniso internal structure returns to normal.
Anuniso deactivates Mega Spiked Shell.
Anuniso deactivates Daunting Presence.
Anuniso has finished recovering.
Anuniso deactivates Through The Crowd.
Anuniso deactivates Gesture of Pain.
Anuniso deactivates Thermal Aura.
Anuniso deactivates Mental Tyranny.
Anuniso recovers sight.
Anuniso deactivates Thermal Shield.
Anuniso deactivates Deflection.
Anuniso deactivates Memory.
Anuniso deactivates Dismal Aura.
Anuniso deactivates Gloom.
Anuniso deactivates Charged Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
