Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! 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.] Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 21 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Gedara the black jelly at level 21 on the 18th Haze 122nd year of Ascendancy at 12:48 / 2Killed by Voragabeth the sandworm destroyer at level 21 on the 18th Haze 122nd year of Ascendancy at 18:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 61 (base 50) |
| Cunning | 45 (base 42) |
Resources
| Life | -7/508 |
| Hate | 67/100 |
| Equilibrium | 61 |
| Healing Factor | 0.83485839489887 |
| Regeneration | 37.64376502599 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 12 |
| Ranged Defense | 17 |
| Fatigue | 6 |
| Physical Save | 23 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Stun Resistance | 64% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 43% |
| Fear Resistance | 44% |
| Pinning Resistance | 15% |
| Poison Resistance | 5% |
| Knockback Resistance | 59% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 218 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Cursed / Force of will | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Psiblades |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.0)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +18% critical damage, +22% off-hand weapon damage Power 2+: -1 Luck, +11 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 10.6% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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 | Doom Boy is feeding from Voragabeth the sandworm destroyer. Feeding |
| beneficial effect | A flow of life spins around the target, regenerating 43.64 life per turn. Regeneration |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 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
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | [vs. Anuregorelen the Glowstalker (Madness) (0 def, 1 armour) (On feet)] Anuregorelen the Glowstalker (Madness) (0 def, 1 armour) Anuregorelen the Glowstalker (Madness) (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) nature / +3%(-) fire Changes resistances penetration: +25%(-) light Physical save: +14 (+11 eff.) (-) Spell save: +15 (+8 eff.) (-) Mental save: +6 (+3 eff.) (-) Pinning immunity: +15% (-) Knockback immunity: +15% (-) Teleport immunity: +100% (-) Curse of Madness A pair of boots made of leather. |
| Light source | [vs. Mayoriavea the brass lantern (Light source)] Mayoriavea the brass lanternMayoriavea the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +3%(-) acid / +6%(-) nature / +12%(-) darkness Changes damage: +3%(-) acid Maximum life: +40.00 (-) Light radius: +2 (-) 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. |
| On head | [vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] Turuhor the rough leather cap (Corpses) (0 def, 3 armour)Turuhor the rough leather cap (Corpses) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +1% (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +12%(-) fire / +6%(-) nature / +12%(-) temporal Changes resistances penetration: +20%(-) mind Infravision radius: +2 (-) Curse of Corpses A cap made of leather. |
| On hands | [vs. Wyrmbreath (Misfortune) (0 def, 4 armour) (On hands)] Wyrmbreath (Misfortune) (0 def, 4 armour)Wyrmbreath (Misfortune) (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +5(-) Wil Changes resistances: +18%(-) fire / +10%(-) darkness / +10%(-) nature Changes damage: +10%(-) fire Curse of Misfortune It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 111.30 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | [vs. iron pickaxe 'Darkrain' (dig speed 30 turns) (Tool)] iron pickaxe 'Darkrain' (dig speed 30 turns)iron pickaxe 'Darkrain' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 12(-) darkness Changes stats: +1(-) Str Changes resistances: +3%(-) lightning Poison immunity: +5% (-) Disease immunity: +5% (-) Confusion immunity: +20% (-) Teleport immunity: +5% (-) Infravision radius: +2 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Dairoharalar the Glintshine (Madness) (On fingers, 1 of 2)] Dairoharalar the Glintshine (Madness)Dairoharalar the Glintshine (Madness) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8(-) light Changes stats: +3(-) Wil Changes resistances: +6%(-) blight / +6%(-) nature / +5%(-) arcane Mental save: +6 (+3 eff.) (-) Light radius: +2 (-) Curse of Madness Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Dairoharalar the Glintshine (Madness) (On fingers, 1 of 2)] copper ring 'Emynne' (Shrouds)copper ring 'Emynne' (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Damage when hit (Melee): 12 blight / 0(-8) light Changes stats: +2 Dex / +0(-3) Wil Changes resistances: +0%(-6%) blight / +0%(-6%) nature / +0%(-5%) arcane Critical mult.: +3.00% Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +20% Life regen: +1.20 Light radius: +0 (-2) Curse of Shrouds Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+1 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage)nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 77% Wil, 43% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +53 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +3%(-) blight Changes damage: +4%(-) nature Disease immunity: +17% (-) Mindpower: +14 (+4 eff.) (-) Mental crit. chance: +4% (-) Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Around waist | [vs. Gorista (Madness) (Around waist)] Gorista (Madness)Gorista (Madness) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Str / +2(-) Wil Changes resistances: +9%(-) acid / +12%(-) cold / +5%(-) blight / +12%(-) fire Curse of Madness A belt that goes around your waist. |
| In off hand | [vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] Vorewyn the Dawnradiance (Madness) (8.5-9.35 power, 40 apr, mind damage)Vorewyn the Dawnradiance (Madness) (8.5-9.35 power, 40 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4(-4.0 - -4.4) Uses stats: 69% Wil, 34% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (-13) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +8 light When wielded/worn: Changes resistances: +12% light / +0%(-3%) blight Changes damage: +0%(-4%) nature Grants telepathy: Dragon Demon/Major Demon/Minor Disease immunity: +0% (-17%) Hate when firing a critical mind attack: +2.00 Mindpower: +19 (+6 eff.) (+5 (+2 eff.)) Mental crit. chance: +7% (+3%) Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. cashmere cloak 'Aneldir' (Nightmares) (2 def, 0 armour) (Cloak)] cashmere cloak 'Aneldir' (Nightmares) (2 def, 0 armour)cashmere cloak 'Aneldir' (Nightmares) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Damage when hit (Melee): 8(-) mind / 4(-) acid Changes resistances: +15%(-) mind / +18%(-) acid Maximum life: +39.00 (-) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] rough leather armour 'Elonne' (Corpses) (1 def, 2 armour)rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +4% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes stats: +3(-) Con Changes resistances: +6%(-) blight / +6%(-) fire Maximum life: +22.00 (-) Light radius: +1 (-) Curse of Corpses A suit of armour made of leather. |
Inventory
medical injector implant of the titan (efficiency 101% / cooldown 89%) medical injector implant of the titan (efficiency 101% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 194 over 5 turns)] (on body)] regeneration infusion of the warrior (heal 119 over 5 turns)regeneration infusion of the warrior (heal 119 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 119(-99) life over 5(-) turns. Its effects scale with your -Dexterity, +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the warrior (range 8; power 19; dur 5)phase door rune of the warrior (range 8; power 19; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 10; dur 16; see demon)vision rune (radius 10; dur 16; see demon) 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: 20 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 (10 radius) and to allow you to see invisible and stealthed creatures (power 10) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any demon around. 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 titan (radius 10; dur 16; see undead)vision rune of the titan (radius 10; dur 16; see undead) 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: 26 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 (10 radius) and to allow you to see invisible and stealthed creatures (power 22) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any undead around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)] steel amulet 'Cindervortex'steel amulet 'Cindervortex' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Damage when hit (Melee): 4 fire Changes stats: +2 Wil Changes damage: +3% blight Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Dairoharalar the Glintshine (Madness) (On fingers, 1 of 2)] copper ring of tenacity (Madness)copper ring of tenacity (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-8) light Changes stats: +0(-3) Wil Changes resistances: +0%(-6%) blight / +0%(-6%) nature / +0%(-5%) arcane Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Light radius: +0 (-2) Curse of Madness Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Dairoharalar the Glintshine (Madness) (On fingers, 1 of 2)] psionicist's copper ring (Madness)psionicist's copper ring (Madness) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-8) light Changes stats: +3(-) Wil Changes resistances: +0%(-6%) blight / +0%(-6%) nature / +0%(-5%) arcane Mental save: +6 (+3 eff.) (-) Light radius: +0 (-2) Curse of Madness Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Dairoharalar the Glintshine (Madness) (On fingers, 1 of 2)] Aroma (Madness)Aroma (Madness) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -2% Damage when hit (Melee): 0(-8) light Changes stats: +4 Dex / +0(-3) Wil Changes resistances: +6% darkness / +0%(-6%) blight / +22% fire / +0%(-6%) nature / +0%(-5%) arcane Changes damage: +11% fire Grants telepathy: Dragon Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +0 (-2) Curse of Madness Rings can have magical properties. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] ash magestaff 'Eilinumirin' (Madness) (15-18 power, 3 apr, fire element)This item will automatically be transmogrified when you leave the level. ash magestaff 'Eilinumirin' (Madness) (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+2.5 - +4.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-50) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes stats: +3 Dex / +4 Mag / +5 Wil / +2 Cun Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature / +15% fire Grants telepathy: Dragon Humanoid/Orc Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Disease immunity: +0% (-17%) Maximum mana: +43.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] slime-covered dwarven-steel battleaxe (Shrouds) (31.5-47.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel battleaxe (Shrouds) (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3(+19.0 - +33.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-51) Crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 7% (+7%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Shrouds Massive two-handed battleaxes. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] chilling steel greatmaul of paradox (Madness) (28-42 power, 2 apr)This item will automatically be transmogrified when you leave the level. chilling steel greatmaul of paradox (Madness) (28-42 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0(+15.5 - +28.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-51) Crit. chance: +1.0% (-3.5%) Attack speed: 100% (-) Damage (Melee): +12 cold / +7 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +0%(-3%) blight / +13% temporal Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Madness Massive two-handed mauls. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] acidic dwarven-steel greatmaul (Shrouds) (44-66 power, 2 apr)This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatmaul (Shrouds) (44-66 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0(+31.5 - +52.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-51) Crit. chance: +1.5% (-3.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Shrouds Massive two-handed mauls. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] flaming steel greatsword of massacre (Nightmares) (30.5-48.8 power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming steel greatsword of massacre (Nightmares) (30.5-48.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8(+18.0 - +35.1) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-51) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +10 fire When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Nightmares Massive two-handed swords. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] dwarven-steel greatsword of phasing (Nightmares) (33.5-53.6 power, 12 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of phasing (Nightmares) (33.5-53.6 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6(+21.0 - +39.9) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (-41) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +31% When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Nightmares Massive two-handed swords. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] steel waraxe of persecution (Misfortune) (14-19.6 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe of persecution (Misfortune) (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6(+1.5 - +5.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-50) Crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) Damage against: +6% Unnatural When wielded/worn: Changes stats: +2 Wil Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Misfortune One-handed war axes. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] dwarven-steel dagger (Corpses) (21-27.3 power, 7 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (Corpses) (21-27.3 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3(+8.5 - +13.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-46) Crit. chance: +6.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Corpses Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] Eye of Winter (Nightmares) (8-8.8 power, 18 apr, cold damage)Eye of Winter (Nightmares) (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-4.5 - -5.0) Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-35) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Armour: +10 Changes resistances: +0%(-3%) blight / -10% fire Changes resistances penetration: +10% cold Changes damage: +0%(-4%) nature / +10% cold Disease immunity: +0% (-17%) Mindpower: +8 (+2 eff.) (-6 (-2 eff.)) Mental crit. chance: +4% (-) Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] Turadegorn the vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage)Turadegorn the vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-7.0 - -7.7) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-35) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Changes stats: +3 Str / +5 Cun / +3 Con Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Critical mult.: +14.00% Mental save: +3 (+1 eff.) Disease immunity: +0% (-17%) Maximum psi: +20.00 Mindpower: +4 (+1 eff.) (-10 (-3 eff.)) Mental crit. chance: +2% (-2%) Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] gifted vined mindstar of life (Corpses) (4.5-4.95 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. gifted vined mindstar of life (Corpses) (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-8.0 - -8.8) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-35) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Life regen: +0.90 Maximum life: +18.00 Mindpower: +6 (+2 eff.) (-8 (-2 eff.)) Mental crit. chance: +2% (-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. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] gifted thorny mindstar (Misfortune) (9-9.9 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (Misfortune) (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9(-3.5 - -3.9) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-29) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +8 (+2 eff.) (-6 (-2 eff.)) Mental crit. chance: +3% (-1%) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] gifted thorny mindstar of the jelly (Corpses) (9.5-10.45 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of the jelly (Corpses) (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5(-3.0 - -3.3) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-29) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +3% acid / +0%(-4%) nature Disease immunity: +0% (-17%) Equilibrium when hit: +0.80 Mindpower: +11 (+3 eff.) (-3 (-1 eff.)) Mental crit. chance: +3% (-1%) 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. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] horrifying thorny mindstar of balance (Madness) (8-8.8 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of balance (Madness) (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8(-4.5 - -5.0) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-29) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 6 mind / 4 darkness Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature / +4% mind / +2% darkness Physical save: +4 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Disease immunity: +0% (-17%) Equilibrium when hit: +0.80 Mindpower: +6 (+2 eff.) (-8 (-2 eff.)) Mental crit. chance: +3% (-1%) Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] thorny mindstar of persecution (Shrouds) (10-11 power, 24 apr, nature damage)thorny mindstar of persecution (Shrouds) (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0(-2.5 - -2.8) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-29) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) On weapon hit: + disrupts spell-casting Damage against: +10% Unnatural When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature Disease immunity: +0% (-17%) Mindpower: +6 (+2 eff.) (-8 (-2 eff.)) Mental crit. chance: +3% (-1%) Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] Charmight (Corpses) (15.5-23.25 power, 8 apr)This item will automatically be transmogrified when you leave the level. Charmight (Corpses) (15.5-23.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.5 - 23.3(+3.0 - +9.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-45) Crit. chance: +2.0% (-2.5%) Attack speed: 100% (-) Block value: +23 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Damage when hit (Melee): 4 fire Changes resistances: +12% arcane / +0%(-3%) blight Changes resistances penetration: +20% fire Changes damage: +6% acid / +6% fire / +0%(-4%) nature Talent granted: +1 Block Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand)] yew longbow of fire (Nightmares)This item will automatically be transmogrified when you leave the level. yew longbow of fire (Nightmares) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-53) Crit. chance: +0.0% (-4.5%) Attack speed: 125% (+25%) Firing range: +8 Damage (Ranged): +11 fire When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-4%) nature / +17% fire Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] gunslinger's dwarven-steel steamgun of fire (Corpses)This item will automatically be transmogrified when you leave the level. gunslinger's dwarven-steel steamgun of fire (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-41) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Damage (Ranged): +8 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +8% physical / +0%(-4%) nature / +9% fire Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Disease immunity: +0% (-17%) Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. nature's pulsing mindstar (Madness) (12.5-13.75 power, 53 apr, mind damage) (In main hand, 1 of 2)] overgrown dwarven-steel steamgun of dampening (Shrouds)This item will automatically be transmogrified when you leave the level. overgrown dwarven-steel steamgun of dampening (Shrouds) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-41) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +8 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% acid / +0%(-3%) blight / +7% fire / +7% lightning / +9% cold Changes damage: +0%(-4%) nature Spell save: +5 (+2 eff.) Disease immunity: +0% (-17%) Life regen: +0.50 Mindpower: +0 (+0 eff.) (-14 (-4 eff.)) Mental crit. chance: +0% (-4%) Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Vorewyn the Dawnradiance (Madness) (8.5-9.35 power, 40 apr, mind damage) (In off hand)] flaming dwarven-steel shield of arcane resistance (+11%) (Misfortune) (8 def, 2 armour, 81 block)This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of arcane resistance (+11%) (Misfortune) (8 def, 2 armour, 81 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Armour Penetration: +0 (-40) Crit. chance: +0.0% (-3.5%) Attack speed: inf% (inf%) Damage (Melee): +0(-8) light When wielded/worn: Armour: +2 Defense: +8 (+8 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Damage (Melee): 6 fire Damage when hit (Melee): 11 fire Changes resistances: +11% arcane / +0%(-12%) light Grants telepathy: Dragon Demon/Major Demon/Minor Talent granted: +3 Block Hate when firing a critical mind attack: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-19 (-6 eff.)) Mental crit. chance: +0% (-7%) Curse of Misfortune Handheld deflection devices. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] verdant cashmere robe (Shrouds) (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. verdant cashmere robe (Shrouds) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-2) Defense: +2 (+2 eff.) (+1 (+1 eff.)) Fatigue: +0% (-4%) Damage (Melee): 0(-30) item nature slow Changes stats: +5(+2) Con Changes resistances: +0%(-6%) blight / +0%(-6%) fire Changes damage: +5% nature Poison immunity: +25% Disease immunity: +30% Maximum life: +0.00 (-22.00) Light radius: +0 (-1) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] rough leather armour of lightning resistance (Nightmares) (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (Nightmares) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (+2%) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Con Changes resistances: +17% lightning / +0%(-6%) fire / +0%(-6%) blight Maximum life: +0.00 (-22.00) Light radius: +0 (-1) Curse of Nightmares A suit of armour made of leather. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] cleansing cured leather armour of clarity (Shrouds) (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of clarity (Shrouds) (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (+2) Defense: +2 (+2 eff.) (+1 (+1 eff.)) Fatigue: +7% (+3%) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Con Changes resistances: +12%(+6%) blight / +0%(-6%) fire / +6% mind / +12% nature Mental save: +12 (+6 eff.) Maximum life: +0.00 (-22.00) Light radius: +0 (-1) Curse of Shrouds A suit of armour made of leather. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] dwarven-steel mail armour 'Gilahad' (Madness) (3 def, 8 armour)This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Gilahad' (Madness) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (+6) Defense: +3 (+3 eff.) (+2 (+2 eff.)) Fatigue: +8% (+4%) Damage (Melee): 0(-30) item nature slow Changes stats: +3 Dex / +3 Mag / +0(-3) Con Changes resistances: +15%(+9%) blight / +0%(-6%) fire / +13% nature Changes damage: +6% mind Grants telepathy: Humanoid/Orc Maximum life: +0.00 (-22.00) Light radius: +0 (-1) Curse of Madness A suit of armour made of mail. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] Belema the dwarven-steel plate armour (Nightmares) (5 def, 16 armour)This item will automatically be transmogrified when you leave the level. Belema the dwarven-steel plate armour (Nightmares) (5 def, 16 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 (+14) Defense: +5 (+5 eff.) (+4 (+4 eff.)) Fatigue: +20% (+16%) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Con Changes resistances: +21% lightning / +0%(-6%) fire / +0%(-6%) blight Physical save: +7 (+3 eff.) Spell save: +30 (+13 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +30.00 (+8.00) Spell crit. chance: +3% Light radius: +0 (-1) Damage Shield penetration: +20% Curse of Nightmares A suit of armour made of metal plates. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] dwarven-steel plate armour (Nightmares) (5 def, 11 armour)This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (Nightmares) (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+9) Defense: +5 (+5 eff.) (+4 (+4 eff.)) Fatigue: +24% (+20%) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Con Changes resistances: +0%(-6%) blight / +0%(-6%) fire Maximum life: +0.00 (-22.00) Light radius: +0 (-1) Curse of Nightmares A suit of armour made of metal plates. |
[vs. rough leather armour 'Elonne' (Corpses) (1 def, 2 armour) (Main armor)] rejuvenating dwarven-steel plate armour (Madness) (5 def, 11 armour)This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel plate armour (Madness) (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+9) Defense: +5 (+5 eff.) (+4 (+4 eff.)) Fatigue: +24% (+20%) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Con Changes resistances: +0%(-6%) blight / +0%(-6%) fire Life regen: +2.20 Stamina each turn: +0.70 Maximum life: +0.00 (-22.00) Light radius: +0 (-1) Curse of Madness A suit of armour made of metal plates. |
[vs. Gorista (Madness) (Around waist)] rough leather belt 'Glekira' (Nightmares)rough leather belt 'Glekira' (Nightmares) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Str / +0(-2) Wil / +1 Cun Changes resistances: +0%(-9%) acid / +0%(-5%) blight / +0%(-12%) cold / +9% mind / +0%(-12%) fire Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum life: +32.00 Mental crit. chance: +4% Curse of Nightmares A belt that goes around your waist. |
[vs. cashmere cloak 'Aneldir' (Nightmares) (2 def, 0 armour) (Cloak)] Skyusher the linen cloak (Misfortune) (1 def, 0 armour)Skyusher the linen cloak (Misfortune) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-1 (-1 eff.)) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning / 0(-8) mind / 0(-4) acid Changes resistances: +9% lightning / +0%(-15%) mind / +0%(-18%) acid Changes damage: +12% acid Maximum life: +32.00 (-7.00) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. cashmere cloak 'Aneldir' (Nightmares) (2 def, 0 armour) (Cloak)] cashmere cloak 'Aeruriba' (Madness) (2 def, 11 armour)This item will automatically be transmogrified when you leave the level. cashmere cloak 'Aeruriba' (Madness) (2 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+6 eff.) Armour penetration: +2 Armour: +11 Defense: +2 (+2 eff.) (-) Damage when hit (Melee): 0(-8) mind / 0(-4) acid Changes stats: +3 Dex Changes resistances: +0%(-18%) acid / +14% cold / +0%(-15%) mind / +2% physical Changes resistances penetration: +25% physical Maximum life: +0.00 (-39.00) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Anuregorelen the Glowstalker (Madness) (0 def, 1 armour) (On feet)] Chargelady (Misfortune) (0 def, 1 armour)Chargelady (Misfortune) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-5%) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning / +0%(-3%) fire / +0%(-6%) nature Changes resistances penetration: +5% blight / +0%(-25%) light Changes damage: +3% lightning / +9% blight Maximum encumbrance: +22 Physical save: +5 (+5 eff.) (-9 (-6 eff.)) Spell save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Pinning immunity: +0% (-15%) Knockback immunity: +0% (-15%) Teleport immunity: +0% (-100%) Curse of Misfortune A pair of boots made of leather. |
[vs. Wyrmbreath (Misfortune) (0 def, 4 armour) (On hands)] Sludgegrip (Nightmares) (0 def, 0 armour)Sludgegrip (Nightmares) (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +4 Cun / +4(-1) Wil Changes resistances: +0%(-18%) fire / +10%(-) nature / +0%(-10%) darkness Changes damage: +5% nature / +0%(-10%) fire Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Nightmares These gloves are coated with a thick, green liquid. |
[vs. Wyrmbreath (Misfortune) (0 def, 4 armour) (On hands)] storm hardened leather gloves of strength (+3) (Shrouds) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. storm hardened leather gloves of strength (+3) (Shrouds) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 (-2) Damage (Melee): 6 lightning Changes stats: +3 Str / +0(-5) Wil Changes resistances: +5% lightning / +0%(-18%) fire / +0%(-10%) darkness / +0%(-10%) nature Changes damage: +3% lightning / +0%(-10%) fire Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Wyrmbreath (Misfortune) (0 def, 4 armour) (On hands)] Spellhunt Remnants (Shrouds) (1 def, 2 armour)Spellhunt Remnants (Shrouds) (1 def, 2 armour) Requires: - Talent Heavy 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 (-2) Defense: +1 (+1 eff.) Changes stats: +0(-5) Wil Changes resistances: +0%(-18%) fire / +0%(-10%) darkness / +0%(-10%) nature Changes damage: +0%(-10%) fire Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
[vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] Bloommark the linen wizard hat (Misfortune) (1 def, 0 armour)Bloommark the linen wizard hat (Misfortune) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 8 nature / 12 temporal Changes resistances: +16% lightning / +0%(-12%) fire / +0%(-6%) nature / +0%(-12%) temporal Changes resistances penetration: +0%(-20%) mind / +5% temporal Changes damage: +11% lightning / +6% nature Infravision radius: +0 (-2) Curse of Misfortune A pointy cloth hat, very wizardly... |
[vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] linen wizard hat 'Kindlevault' (Nightmares) (1 def, 0 armour)linen wizard hat 'Kindlevault' (Nightmares) (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 4 fire Changes stats: +3 Cun Changes resistances: +12%(-) fire / +0%(-6%) nature / +0%(-12%) temporal Changes resistances penetration: +15%(-5%) mind Grants telepathy: Dragon Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Maximum psi: +10.00 Mental crit. chance: +1% Infravision radius: +0 (-2) Curse of Nightmares A pointy cloth hat, very wizardly... |
[vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] Dagurek the Starswift (Misfortune) (0 def, 1 armour)Dagurek the Starswift (Misfortune) (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-) Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +0%(-12%) temporal / +11% light / +0%(-6%) nature / +10% darkness / +12%(-) fire / +5% arcane / +6% cold Changes resistances penetration: +0%(-20%) mind Spell save: +6 (+3 eff.) Light radius: +3 Infravision radius: +0 (-2) Curse of Misfortune A cap made of leather. |
[vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] Scaldcutter the hardened leather cap (Misfortune) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. Scaldcutter the hardened leather cap (Misfortune) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 (-) Fatigue: +3% (+2%) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +2 Str / +3 Con Changes resistances: +0%(-12%) temporal / +0%(-12%) fire / +6% mind / +0%(-6%) nature Changes resistances penetration: +10%(-10%) mind / +25% fire Changes damage: +12% fire Infravision radius: +0 (-2) Curse of Misfortune A cap made of leather. |
[vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] Uloregolathagrim (Corpses) (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. Uloregolathagrim (Corpses) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-3) Defense: +2 (+2 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +0%(-12%) temporal / +7% cold / +0%(-6%) nature / +10%(-2%) fire Changes resistances penetration: +0%(-20%) mind Mental save: +30 (+12 eff.) Psi when hit: +0.16 Maximum psi: +50.00 Mindpower: +4 (+2 eff.) Infravision radius: +0 (-2) Curse of Corpses A pointy cloth hat, very wizardly... |
[vs. Turuhor the rough leather cap (Corpses) (0 def, 3 armour) (On head)] Hathyyakan (Madness) (9 def, 3 armour)Hathyyakan (Madness) (9 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +9 (+8 eff.) Ranged Defense: +9 (+6 eff.) Fatigue: +1% (-) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +4 Cun Changes resistances: +12% lightning / +5%(-7%) temporal / +0%(-12%) fire / +5% arcane / +0%(-6%) nature Changes resistances penetration: +0%(-20%) mind Stun/Freeze immunity: +10% Infravision radius: +0 (-2) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
3 citrine 3 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. |
8 zircon 8 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
329 alchemist agate 329 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. |
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. |
[vs. iron pickaxe 'Darkrain' (dig speed 30 turns) (Tool)] Obsidianmalice (dig speed 31 turns)Obsidianmalice (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +1(-) Str / +1 Dex Changes resistances: +12% darkness / +0%(-3%) lightning Changes resistances penetration: +10% darkness Changes damage: +3% darkness Poison immunity: +0% (-5%) Disease immunity: +0% (-5%) Confusion immunity: +0% (-20%) Teleport immunity: +0% (-5%) Infravision radius: +1 (-1) See invisible: +3 When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron pickaxe 'Darkrain' (dig speed 30 turns) (Tool)] woodsman's iron pickaxe (dig speed 40 turns)woodsman's iron pickaxe (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +1(-) Str Changes resistances: +11% nature / +0%(-3%) lightning Changes damage: +6% nature Poison immunity: +0% (-5%) Disease immunity: +0% (-5%) Confusion immunity: +0% (-20%) Teleport immunity: +0% (-5%) Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron pickaxe 'Darkrain' (dig speed 30 turns) (Tool)] Chaloharalen (dig speed 27 turns)Chaloharalen (dig speed 27 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 0(-12) darkness Changes stats: +6(+5) Str Changes resistances: +0%(-3%) lightning / +15% fire / +6% nature / +5% arcane Spell save: +35 (+15 eff.) Poison immunity: +15% (+10%) Disease immunity: +0% (-5%) Confusion immunity: +0% (-20%) Teleport immunity: +0% (-5%) Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig 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. |
[vs. iron pickaxe 'Darkrain' (dig speed 30 turns) (Tool)] dwarven-steel torque of clear mind 'Muckshine' [power 3] (10 cooldown)This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind 'Muckshine' [power 3] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +0(-1) Str / +3 Wil Changes resistances: +9% nature / +0%(-3%) lightning Changes damage: +9% nature / +9% mind Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Poison immunity: +0% (-5%) Disease immunity: +0% (-5%) Confusion immunity: +0% (-20%) Teleport immunity: +0% (-5%) Psi when hit: +0.04 Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. iron pickaxe 'Darkrain' (dig speed 30 turns) (Tool)] supercharged dwarven-steel torque of psychoportation [power 42] (37 cooldown)supercharged dwarven-steel torque of psychoportation [power 42] (37 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +0(-1) Str Changes resistances: +0%(-3%) lightning Poison immunity: +0% (-5%) Disease immunity: +0% (-5%) Confusion immunity: +0% (-20%) Teleport immunity: +0% (-5%) Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to teleport randomly (rad 42), putting all charms on cooldown for 37 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Doom Boy the Cornac Doomed level 21
11st Haze 122nd year of Ascendancy at 06:09 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Doom Boy the Cornac Doomed level 20
8th Haze 122nd year of Ascendancy at 04:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Doom Boy the Cornac Doomed level 10
6th Dusk 122nd year of Ascendancy at 20:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Doom Boy the Cornac Doomed level 20
77th Dusk 122nd year of Ascendancy at 06:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Doom Boy the Cornac Doomed level 10
6th Dusk 122nd year of Ascendancy at 20:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Doom Boy the Cornac Doomed level 15
32nd Dusk 122nd year of Ascendancy at 21:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Doom Boy the Cornac Doomed level 16
45th Dusk 122nd year of Ascendancy at 15:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Doom Boy the Cornac Doomed level 21
18th Haze 122nd year of Ascendancy at 12:48 see stats
Log
Doom Boy receives 114 healing from Infusion: Healing.
Doom Boy uses Blast.
Voragabeth the sandworm destroyer was blasted back 1 spaces!
Voragabeth the sandworm destroyer is dazed!
The unstable sand tunnel collapses!
Doom Boy hits Voragabeth the sandworm destroyer for 194 physical damage.
Voragabeth the sandworm destroyer is not dazed anymore.
Voragabeth the sandworm destroyer reloads.
Voragabeth the sandworm destroyer shoots!
Talent Agony is ready to use.
Agony from Doom Boy hits Voragabeth the sandworm destroyer for 31 mind, 41 mind (73 total damage).
You have deflected 33 incoming damage!
You fight through the pain! (+3 hate)
Doom Boy resists the mind attack!
Your hatred grows even as your life fades! (+9 hate)
Doom Boy resists the mind attack!
Voragabeth the sandworm destroyer's Shoot hits Doom Boy for 112 physical, 5 mind (117 total damage).
Voragabeth the sandworm destroyer's Shoot hits Doom Boy for (33 deflected), 89 physical, 5 mind (94 total damage).
Doom Boy uses Devour Life.
Doom Boy consumes 42 life from Voragabeth the sandworm destroyer!
Doom Boy hits Voragabeth the sandworm destroyer for 42 physical damage.
Doom Boy receives 42 healing from Voragabeth the sandworm destroyer.
Voragabeth the sandworm destroyer shoots!
Doom Boy's mania hastens Blast.
Agony from Doom Boy hits Voragabeth the sandworm destroyer for 52 mind damage.
Voragabeth the sandworm destroyer's Shoot performs a ranged critical strike against Doom Boy!
You have deflected 33 incoming damage!
Your hatred grows even as your life fades! (+13 hate)
Saving game...
