Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. OldRPG Revival Tileset - 3 of 9 1.3.2 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. OldRPG Revival Tileset - 2 of 9 1.3.2 Shadowflame Tree Tweaks 1.2.5Tweaks the shadowflame tree slightly. Adjustable Talent/Stat/Generic/Category Point Multiplier 1.2.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. OldRPG Revival Tileset - 5 of 9 1.3.2 OldRPG Revival Tileset - 9 of 9 1.3.2 S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level OldRPG Revival Tileset - 7 of 9 1.3.2 Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: OldRPG Revival Tileset - 1 of 9 1.3.2 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! OldRPG Revival Tileset - 4 of 9 1.3.2 Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Adventurer Plus Addon 1.1.8Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Select your Escorts 1.3.3Allows 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. OldRPG Revival Tileset - 6 of 9 1.3.2 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice OldRPG Revival Tileset - 8 of 9 1.3.2 Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.3Content 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 | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Psionic Hero |
Level / Exp | 50 / 169% |
Size | small |
Lifes / Deaths | Killed by Eilinetha the bandit lord at level 12 on the 41st Dusk 122nd year of Ascendancy at 03:53 6 / 1 |
Primary Stats
Strength | 12 (base 9) |
Dexterity | 21 (base 9) |
Constitution | 48 (base 10) |
Magic | 79 (base 60) |
Willpower | 90 (base 60) |
Cunning | 82 (base 60) |
Resources
Mana | 671/671 |
Life | 1502/1502 |
Paradox | 0 |
Hate | 100/100 |
Psi | 180/180 |
Vim | 394/394 |
Positive | 146/147 |
Stamina | 427/427 |
Equilibrium | 12 |
Healing Factor | 1.25 |
Regeneration | 1.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +146.27158060095% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Invisible | 36 |
Offense: Mainhand
Damage | 49 |
Accuracy | 66 |
Crit Chance | 55% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 74.356337477818 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 54.266666666667 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 29 (41%) |
Defense | 46.803379967855 |
Ranged Defense | 51.136713301188 |
Fatigue | 11 |
Physical Save | 46.575 |
Spell Save | 51.625 |
Mental Save | 63.73125 |
Defense: Resistances
All | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 42% |
Fear Resistance | 49% |
Poison Resistance | 69% |
Blind Resistance | 89% |
Disarm Resistance | 86% |
Bleed Resistance | 69% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 456 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-curse / Tiger aspect | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Prowler | 1.20 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Hurricane |
talent | Arcane Combat |
talent | Mitosis |
talent | Tempest |
talent | Retribution |
talent | Gloom |
talent | Reality Smearing |
talent | Wild Attunement |
talent | Rabid Fury |
talent | Premonition |
talent | Chant of Fortress |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. 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 | The target's spellpower has been increased by 4. Spellsurge |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 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 18 air and an additional 7 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 9 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% 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 20% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by grave wight. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 277. | 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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vampire lord fang. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Isima the dragonbone magestaff (Corpses) (30-36 power, 6 apr, physical damage) Isima the dragonbone magestaff (Corpses) (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Armour: +7 Armour Hardiness: +11% Damage (Melee): 25 fire Damage when hit (Melee): 8 physical Changes resistances: +3% physical Changes damage: +30% lightning / +30% cold / +39% arcane / +30% fire Talents granted: +5 Flame Bolts +1 Command Staff Critical mult.: +28.00% Physical save: +9 (+3 eff.) Stamina each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+7 eff.) Spell crit. chance: +5% See invisible: +14 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Quiver | Ce'Nilrassra the Plagueoblivion (15/15, 25-30 power, 2 apr) Ce'Nilrassra the Plagueoblivion (15/15, 25-30 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 25.0 - 30.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 Turns elapse between self-loadings: 6 On weapon hit: * Slows global speed by 40% * 13% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning / +4 nature / +6 mind Shots are used with slings to pummel your foes to death. |
On hands | Gloves of the Firm Hand (Nightmares) (0 def, 8 armour) Gloves of the Firm Hand (Nightmares) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Light source | brass lantern 'Blastseam' brass lantern 'Blastseam'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +15% lightning Light radius: +5 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 | clarifying cashmere wizard hat of lightning (+18%) (Nightmares) (2 def, 0 armour) clarifying cashmere wizard hat of lightning (+18%) (Nightmares) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +18% lightning Changes damage: +12% lightning Mental save: +8 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
On feet | Cyryyaba the Thunderminister (Nightmares) (0 def, 3 armour) Cyryyaba the Thunderminister (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Cun Changes damage: +24% lightning Light radius: +1 Curse of Nightmares A pair of boots made of leather. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Hanaregoneg the voratun ring (Nightmares) Hanaregoneg the voratun ring (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 17% chance to blind Effects on ranged hit: * 19% chance to blind Changes stats: +6 Wil Changes resistances: +6% lightning Physical save: +20 (+7 eff.) Spell save: +9 (+3 eff.) Mental save: +32 (+8 eff.) Disarm immunity: +46% Pinning immunity: +57% Knockback immunity: +38% Vim each turn: +1.00 Maximum life: +29.00 Curse of Nightmares Rings can have magical properties. |
On fingers | Fogking (Madness) Fogking (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances penetration: +10% darkness Changes damage: +18% lightning / +9% darkness Curse of Madness Rings can have magical properties. |
Around neck | Taiga Amulet Taiga AmuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 20 ice Damage (Ranged): 20 ice Damage when hit (Melee): 20 ice Changes resistances: +20% cold Talent mastery: +0.20 Wild-gift / Boreal Talents cooldown: Rimebark (-3 turns) Glaciate (-3 turns) Blindness immunity: +20% No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
In main hand | short dragonbone magestaff of fate (Corpses) (30-36 power, 6 apr, physical damage) short dragonbone magestaff of fate (Corpses) (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talents granted: +5 Corrosive Cone +1 Command Staff Physical save: +11 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+4 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Around waist | hardened leather belt 'Stoketrail' (Shrouds) hardened leather belt 'Stoketrail' (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Changes resistances: +3% acid / +12% fire Changes resistances penetration: +5% acid / +5% fire Curse of Shrouds It can be used to create a temporary shield that absorbs 305 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | Mayytta the Galeking (Nightmares) (6 def, 2 armour, 41.5 block) Mayytta the Galeking (Nightmares) (6 def, 2 armour, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind * 15% chance to daze Effects when hit in melee: * 22% chance to blind Damage when hit (Melee): 8 lightning Changes stats: +3 Mag / +5 Con Changes resistances: +13% light Changes resistances penetration: +5% light Changes damage: +6% lightning Talents granted: +4 Armoured Leviathan +2 Block Curse of Nightmares Handheld deflection devices. |
Cloak | Aledunaran the cashmere cloak (Shrouds) (2 def, 0 armour) Aledunaran the cashmere cloak (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +3% acid Changes damage: +12% mind Physical save: +7 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +0.12 Only die when reaching: -50.00 life 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 | The Calm (Corpses) (15 def, 0 armour) The Calm (Corpses) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Talent granted: +5 Fiery Cleansing Spellpower: +20 (+5 eff.) Global speed: +0% Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Corpses This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
cleansing infusion (115 manaburn damage) cleansing infusion (115 manaburn damage)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to cleanse magic from the target, doing 115.00 manaburn damage, and dispelling a magical effect from the target. 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. |
cleansing infusion of the titan (116 manaburn damage) cleansing infusion of the titan (116 manaburn damage)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to cleanse magic from the target, doing 116.00 manaburn damage, and dispelling a magical effect from the target. 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. |
heroism infusion (+6 for 9 turns, die at -100) heroism infusion (+6 for 9 turns, die at -100)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -100 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 9 turns, die at -417) heroism infusion (+5 for 9 turns, die at -417)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -417 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+8 for 10 turns, die at -694) heroism infusion of the duelist (+8 for 10 turns, die at -694)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -694 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the titan (+13 for 11 turns, die at -707) heroism infusion of the titan (+13 for 11 turns, die at -707)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -707 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
movement infusion of the psychic (780% speed; 6 turns) movement infusion of the psychic (780% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 780% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (737% speed; 6 turns) movement infusion of the sneak (737% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 737% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (566% speed; 7 turns) movement infusion of the titan (566% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
wild infusion (resist 17%; cure mental, physical) wild infusion (resist 17%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (510.00 temporal damage, removed from time 4 turns) Rune of the Rift (510.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 510.00 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. |
acid wave rune of the duelist (65 acid damage; dur 5; apply 33) acid wave rune of the duelist (65 acid damage; dur 5; apply 33)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 65.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 33. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (200 cold damage; 46 apply power) biting gale rune of the titan (200 cold damage; 46 apply power)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 199.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 46. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (769 lightning damage) lightning rune of the psychic (769 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 256.39 to 769.16 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (662 lightning damage) lightning rune of the psychic (662 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 220.65 to 661.96 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (932 lightning damage) lightning rune of the sneak (932 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 310.52 to 931.57 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (723 lightning damage) lightning rune of the sneak (723 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 240.84 to 722.53 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (697% regen over 10 turns; 35 instant mana) manasurge rune (697% regen over 10 turns; 35 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 697% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (916% regen over 10 turns; 46 instant mana) manasurge rune of the wizard (916% regen over 10 turns; 46 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 916% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 174 for 5 turns) shielding rune (absorb 174 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 174 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 295 for 4 turns) shielding rune (absorb 295 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 163 for 6 turns) shielding rune (absorb 163 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 422 for 4 turns) shielding rune of the psychic (absorb 422 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 128) teleportation rune of the psychic (range 128)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 128 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 96) teleportation rune of the titan (range 96)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. 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. |
teleportation rune of the titan (range 143) teleportation rune of the titan (range 143)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 96) teleportation rune of the warrior (range 96)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Betadata BetadataInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Dex Changes resistances: +14% nature / +13% blight Grants telepathy: Dragon Poison immunity: +26% Disease immunity: +27% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dusksin DusksinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con / +7 Mag Changes resistances: +3% darkness Changes resistances penetration: +10% physical Physical save: +25 (+8 eff.) Healing mod.: +5% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 308 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Elebrerathra the steel amulet Elebrerathra the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +7 Lck Changes resistances: +6% lightning / +6% temporal / +5% arcane Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Unrekalthovor UnrekalthovorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Changes resistances: +12% lightning Physical save: +10 (+3 eff.) Stun/Freeze immunity: +30% Maximum life: +50.00 Amulets can have magical properties. |
Urthydunalen UrthydunalenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances penetration: +10% acid Critical mult.: +15.00% Physical save: +18 (+6 eff.) Spell save: +22 (+7 eff.) Mental save: +18 (+4 eff.) Amulets can have magical properties. |
Veloth VelothCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +3 Wil / +4 Cun / +1 Con Changes damage: +7% physical Grants telepathy: Demon/Minor Demon/Major Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Borosasin' gold amulet 'Borosasin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag / +9 Wil Light radius: +1 Infravision radius: +2 Amulets can have magical properties. |
insulating gold amulet of soulsearing insulating gold amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +20% fire / +18% cold Changes damage: +9% blight / +5% fire Critical mult.: +14.00% Spellpower: +10 (+2 eff.) Amulets can have magical properties. |
serendipitous gold amulet of willpower (+14) serendipitous gold amulet of willpower (+14)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +14 Lck / +5 Wil Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
warrior's stralite amulet of constitution (+6) warrior's stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +8% physical Stamina each turn: +0.70 Amulets can have magical properties. |
Bloodcaller (Shrouds) Bloodcaller (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% Curse of Shrouds You won the Ring of Blood trial, and this is your reward. |
Branodedar the Jetbringer (Madness) Branodedar the Jetbringer (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +6% mind Changes damage: +6% darkness Disarm immunity: +35% Pinning immunity: +34% Knockback immunity: +38% Maximum life: +23.00 Curse of Madness Rings can have magical properties. |
Cinderbloom (Nightmares) Cinderbloom (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 34% chance to blind Effects on ranged hit: * 25% chance to blind Changes stats: +1 Str / +2 Dex / +4 Mag / +8 Cun / +1 Con Changes resistances: +32% light / +3% fire Changes damage: +16% light Grants telepathy: Dragon Spellpower: +12 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
Inertial Twine (Shrouds) Inertial Twine (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Insight (Misfortune) Ring of Insight (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 Curse of Misfortune This small iron ring seems exceptionally shiny and in focus. |
Splendoursting (Nightmares) Splendoursting (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances: +3% light Grants telepathy: Demon/Minor Demon/Major Silence immunity: +20% Mana each turn: +0.10 Curse of Nightmares Rings can have magical properties. |
The Black Ring (Madness) The Black Ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." |
Ulfalagas (Madness) Ulfalagas (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Cun / +4 Mag Blindness immunity: +23% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +5 (+1 eff.) Infravision radius: +4 See stealth: +5 See invisible: +13 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 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. |
copper ring 'Searquill' (Corpses) copper ring 'Searquill' (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +22% light / +9% fire Changes damage: +11% light Mindpower: +4 (+1 eff.) Curse of Corpses Rings can have magical properties. |
gold ring 'Blindfury' (Misfortune) gold ring 'Blindfury' (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind * 15% chance to corrode armour Changes stats: +5 Wil Changes damage: +9% light Mental save: +10 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
gold ring 'Sparkcutter' (Madness) gold ring 'Sparkcutter' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +6% blight / +6% lightning Changes resistances penetration: +15% lightning Physical save: +14 (+5 eff.) Stun/Freeze immunity: +15% Curse of Madness Rings can have magical properties. |
mule's copper ring of lightning (+20%) (Corpses) mule's copper ring of lightning (+20%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +20 Curse of Corpses Rings can have magical properties. |
rogue's copper ring (Shrouds) rogue's copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Curse of Shrouds Rings can have magical properties. |
rogue's gold ring of tenacity (Corpses) rogue's gold ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +33% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +26.00 Curse of Corpses Rings can have magical properties. |
savior's copper ring of light (+22%) (Madness) savior's copper ring of light (+22%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +8 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Curse of Madness Rings can have magical properties. |
savior's steel ring (Nightmares) savior's steel ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +10 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
steel ring 'Maloroddablek' (Madness) steel ring 'Maloroddablek' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +24% acid Changes resistances penetration: +5% mind Changes damage: +12% acid Curse of Madness Rings can have magical properties. |
stralite ring 'Nyvor' (Misfortune) stralite ring 'Nyvor' (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +3 Con Changes resistances: +13% blight / +9% temporal / +41% nature Changes resistances penetration: +5% temporal Changes damage: +15% nature / +3% temporal Spell save: +16 (+5 eff.) Poison immunity: +20% Disease immunity: +19% Maximum stamina: +21.00 Curse of Misfortune Rings can have magical properties. |
titan's copper ring of clarity (Nightmares) titan's copper ring of clarity (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +22% Curse of Nightmares Rings can have magical properties. |
warrior's stralite ring of power (Shrouds) warrior's stralite ring of power (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +12 Changes stats: +6 Str Spellpower: +11 (+3 eff.) Mindpower: +13 (+4 eff.) Curse of Shrouds Rings can have magical properties. |
Eksatin's Ultimatum (Shrouds) (63-94.5 power, 25 apr) Eksatin's Ultimatum (Shrouds) (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% Curse of Shrouds This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Whirlwind (Shrouds) (10-15 power, 1 apr) Whirlwind (Shrouds) (10-15 power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning Curse of Shrouds This battleaxe moves fluidly, almost gracefully when swung. |
Glaresmasher (Nightmares) (36.5-47.45 power, 9 apr) Glaresmasher (Nightmares) (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 10% chance to daze Damage (Melee): +12 darkness Burst (radius 2) on crit: +4 light Damage against: +12% Living When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +4 Str / +9 Dex / +3 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +6% darkness / +5% arcane Changes resistances penetration: +12% lightning Spell save: +3 (+1 eff.) Curse of Nightmares Sharp, short and deadly. |
Spellblaze Shard (Corpses) (20-26 power, 10 apr) Spellblaze Shard (Corpses) (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Corpses This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (Madness) (27-35.1 power, 8 apr) Spelldrinker (Madness) (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 27% Wil, 33% Cun, 5% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Curse of Madness Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Astelrid's Clubstaff (Nightmares) (45-67.5 power, 4 apr) Astelrid's Clubstaff (Nightmares) (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 60% Wil, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+4 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Curse of Nightmares Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Amydetondil the stralite greatsword (Nightmares) (46.5-74.4 power, 6 apr) Amydetondil the stralite greatsword (Nightmares) (46.5-74.4 power, 6 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +15.0% Defense: +13 (+4 eff.) Changes stats: +2 Con Changes resistances: +6% temporal Changes resistances penetration: +16% acid / +14% fire / +12% lightning / +13% cold Disarm immunity: +36% Curse of Nightmares Massive two-handed swords. |
Borosk's Hate (Madness) (60-96 power, 22 apr) Borosk's Hate (Madness) (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Madness This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Corpsebow (Corpses) Corpsebow (Corpses)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% Curse of Corpses It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 6.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 85.08 blight damage for each disease it is infected with. This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
warden's dragonbone longbow of true flight (Corpses) warden's dragonbone longbow of true flight (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +9.0% Ammo reloads per turn: +3 Changes stats: +5 Mag Changes resistances penetration: +7% temporal / +11% physical Changes damage: +8% temporal / +11% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Longbows are used to shoot arrows at your foes. |
Astral Blade (Corpses) (20-28 power, 5 apr) Astral Blade (Corpses) (20-28 power, 5 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Mag Curse of Corpses You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
Blade of Distorted Time (Shrouds) (40-56 power, 10 apr) Blade of Distorted Time (Shrouds) (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 54% Wil, 20% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical Curse of Shrouds It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.4 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 94.47 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Punae's Blade (Shrouds) (46-64.4 power, 4 apr) Punae's Blade (Shrouds) (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% Curse of Shrouds This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Entropy (Nightmares) (50-70 power, 10 apr) Entropy (Nightmares) (50-70 power, 10 apr)Requires: - Strength 42 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 50.0 - 70.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Sunder Armour (10% chance level 4). Damage (Melee): +40 blight freeze Burst (radius 2) on crit: +40 vim draining blight When wielded/worn: Changes damage: +25% blight / +25% cold (Blight Freeze does Blight damage and freezes the target.) Curse of Nightmares While it shouldn't be possible, the metal part of this mace looks wilted and sick somehow. |
Eye of Summer (Madness) (8-8.8 power, 18 apr, fire damage) Eye of Summer (Madness) (8-8.8 power, 18 apr, fire 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 Uses stats: 35% Wil, 15% Cun Damage type: Fire Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Madness This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of the Wyrm (Nightmares) (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (Nightmares) (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 52% Wil, 10% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+4 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to activate talent Lightning Breath (costing 30 power out of 30/30) : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 118.57 to 355.70 lightning damage, and have a 39% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
gifted living mindstar of life (Nightmares) (17-18.7 power, 40 apr, mind damage) gifted living mindstar of life (Nightmares) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +0.90 Maximum life: +37.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of storms (Corpses) (15.5-17.05 power, 40 apr, nature damage) nature's living mindstar of storms (Corpses) (15.5-17.05 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. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 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): 20 lightning Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +15% lightning / +5% blight Changes resistances penetration: +14% lightning Changes damage: +13% lightning / +4% nature Disease immunity: +18% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
parasitic living mindstar (Corpses) (18-19.8 power, 40 apr, nature damage) parasitic living mindstar (Corpses) (18-19.8 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 parasitic mindstar will draw strength from other psionic mindstars. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 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: Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Life leech chance: +21% Life leech: +22% 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. |
projecting living mindstar (Shrouds) (16.5-18.15 power, 40 apr, nature damage) projecting living mindstar (Shrouds) (16.5-18.15 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 mindstar projects psionic energy if enough is absorbed. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 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: Changes damage: +25% lightning / +25% fire / +24% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of balance (Shrouds) (17-18.7 power, 40 apr, nature damage) projecting living mindstar of balance (Shrouds) (17-18.7 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 mindstar projects psionic energy if enough is absorbed. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 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: Changes damage: +25% lightning / +18% fire / +21% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +7 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +1.90 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar (Misfortune) (13.5-14.85 power, 32 apr, nature damage) pulsing mindstar (Misfortune) (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
pulsing mindstar of frost (Shrouds) (13.5-14.85 power, 32 apr, mind damage) pulsing mindstar of frost (Shrouds) (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 16 ice Changes resistances: +8% cold Changes resistances penetration: +14% cold Changes damage: +9% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
Arthysarim the Glitterream (Misfortune) (18-23.4 power, 9 apr) Arthysarim the Glitterream (Misfortune) (18-23.4 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 4 Base power: 18.0 - 23.4 Uses stats: 27% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +7 Mag / +5 Cun / +5 Con Changes resistances: +6% darkness Changes resistances penetration: +15% light Changes damage: +12% light N.Energy each turn: +0.20 Only die when reaching: -100.00 life Maximum vim: +32.00 Maximum neg.energy: +36.00 Spell crit. chance: +8% Curse of Misfortune Sharp, short and deadly. |
Phantasmal Blade (Misfortune) (19.5-25.35 power, 9 apr) Phantasmal Blade (Misfortune) (19.5-25.35 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 19.5 - 25.4 Uses stats: 27% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% light / +10% darkness / +10% mind Changes damage: +25% light / +25% darkness / +25% mind Talent masteries: +0.20 Spell / Phantasm +0.20 Spell / Illusion Spell crit. chance: +12% Mental crit. chance: +12% Curse of Misfortune The unreal, made real. |
firey iron ritual blade (Misfortune) (9.5-12.35 power, 5 apr) firey iron ritual blade (Misfortune) (9.5-12.35 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 9.5 - 12.4 Uses stats: 27% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% Damage conversion: 10% fire When wielded/worn: Changes damage: +9% fire Spell crit. chance: +2% Curse of Misfortune Sharp, short and deadly. |
iron ritual blade of fate (Shrouds) (9-11.7 power, 5 apr) iron ritual blade of fate (Shrouds) (9-11.7 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 9.0 - 11.7 Uses stats: 27% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Spell crit. chance: +6% Curse of Shrouds Sharp, short and deadly. |
Hare-Skin Sling (Corpses) Hare-Skin Sling (Corpses)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.6 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 142% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Balanceknave the ash vilestaff (Shrouds) (15-18 power, 3 apr, physical damage) Balanceknave the ash vilestaff (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Cloudblack the ash magestaff (Nightmares) (15-18 power, 3 apr, physical damage) Cloudblack the ash magestaff (Nightmares) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 20% chance to daze Burst (radius 1) on hit: +8 lightning Damage conversion: 29% nature When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Mag / +5 Wil Changes resistances penetration: +7% nature Changes damage: +15% lightning / +15% cold / +5% nature Talent granted: +1 Command Staff Critical mult.: +12.00% Maximum mana: +30.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Emelyremina the yew vilestaff (Corpses) (20-24 power, 4 apr, physical damage) Emelyremina the yew vilestaff (Corpses) (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Str / +1 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Psi when hit: +0.04 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Infravision radius: +2 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Emelywe (Corpses) (15-18 power, 3 apr, physical damage) Emelywe (Corpses) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% arcane Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +32.00 Maximum pos.energy: +22.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Halidil the ash starstaff (Misfortune) (15-18 power, 3 apr, physical damage) Halidil the ash starstaff (Misfortune) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 7 nature Changes stats: +1 Cun Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +5 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Islebeth (Shrouds) (15-18 power, 3 apr, physical damage) Islebeth (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 8% chance to blind Changes damage: +15% blight Talent granted: +1 Command Staff Spell save: +25 (+8 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.2 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 92.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness damage) Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness damage)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Misfortune It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 165.32 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Scorchwreck (Corpses) (25-30 power, 5 apr, physical damage) Scorchwreck (Corpses) (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances penetration: +10% mind Changes damage: +25% lightning / +15% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Ulachak the Blacktrail (Shrouds) (20-24 power, 4 apr, physical damage) Ulachak the Blacktrail (Shrouds) (20-24 power, 4 apr, physical damage)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 stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Armour Hardiness: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 darkness / 16 light Changes stats: +2 Mag Changes damage: +20% acid / +3% darkness Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Ulfuyon (Shrouds) (15-18 power, 3 apr, physical damage) Ulfuyon (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +13.00% Stun/Freeze immunity: +5% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Horim' (Shrouds) (15-18 power, 3 apr, physical damage) ash magestaff 'Horim' (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 physical When wielded/worn: Changes stats: +2 Cun Changes damage: +15% arcane Talent granted: +1 Command Staff Life regen: +0.40 Stamina each turn: +0.60 Maximum life: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of projection (Shrouds) (15-18 power, 3 apr, physical damage) ash magestaff of projection (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to project a bolt from the staff (to range 7) dealing 39.40 - 47.28 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Morbusfurnace' (Shrouds) (15-18 power, 3 apr, physical damage) ash starstaff 'Morbusfurnace' (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 nature When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 7% chance to blind Changes resistances penetration: +10% arcane Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +45.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +2% Light radius: +3 Damage Shield penetration: +10% Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 125.44 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Zanuruilen' (Madness) (15-18 power, 3 apr, physical damage) ash vilestaff 'Zanuruilen' (Madness) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +3 Dex Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Elenoroddayon' (Shrouds) (30-36 power, 6 apr, physical damage) dragonbone magestaff 'Elenoroddayon' (Shrouds) (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Mag Changes damage: +30% arcane Talent granted: +1 Command Staff Silence immunity: +5% Mana each turn: +0.42 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +43 (+10 eff.) Spell crit. chance: +9% Curse of Shrouds It can be used to project a bolt from the staff (to range 10) dealing 48.78 - 58.54 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of greater warding (Madness) (30-36 power, 6 apr, physical damage) dragonbone starstaff of greater warding (Madness) (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Maximum wards: +3 physical Changes damage: +30% physical Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of fate (Nightmares) (20-24 power, 4 apr, physical damage) earthen yew magestaff of fate (Nightmares) (20-24 power, 4 apr, physical damage)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 stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +3% Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +8% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (Nightmares) (25-30 power, 5 apr, physical damage) elven-wood magestaff (Nightmares) (25-30 power, 5 apr, physical damage)Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Duverain' (Misfortune) (25-30 power, 5 apr, physical damage) elven-wood vilestaff 'Duverain' (Misfortune) (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Changes stats: +2 Mag / +3 Con Changes damage: +25% fire Talent granted: +1 Command Staff Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +2.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Infravision radius: +3 Casting speed: +15% Paradox regeneration: -4.00 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of might (Nightmares) (25-30 power, 5 apr, physical damage) magewarrior's short elven-wood magestaff of might (Nightmares) (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +5.0% Physical power: +9 (+4 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +7.00% Spellpower: +20 (+5 eff.) Spell crit. chance: +17% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of power (Corpses) (36-43.2 power, 6 apr, physical damage) potent dragonbone vilestaff of power (Corpses) (36-43.2 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 36.0 - 43.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +36% blight Talent granted: +1 Command Staff Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff (Misfortune) (22-26.4 power, 4 apr, physical damage) potent yew magestaff (Misfortune) (22-26.4 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +22% fire Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff of might (Corpses) (15-18 power, 3 apr, physical damage) shimmering ash vilestaff of might (Corpses) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +38.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of illumination (Shrouds) (15-18 power, 3 apr, physical damage) short ash magestaff of illumination (Shrouds) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 125.44 light damage. Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of illumination (Corpses) (15-18 power, 3 apr, physical damage) short ash vilestaff of illumination (Corpses) (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.2 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 92.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
Focus Whip (Nightmares) (19-20.9 power, 7 apr) Focus Whip (Nightmares) (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 52% Cun Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Curse of Nightmares It can be used to strike all targets in a line (for 100%% weapon damage as mind), costing 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Stormlash (Corpses) (17-18.7 power, 7 apr) Stormlash (Corpses) (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning Curse of Corpses It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 59.41 to 178.22 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Bethoda the drakeskin leather belt (Madness) Bethoda the drakeskin leather belt (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +17 (+9 eff.) Changes stats: +10 Str / +5 Dex / +5 Cun / +5 Con / +7 Lck Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Trap disarming bonus: +22 Stealth bonus: +11 Physical save: +15 (+5 eff.) Infravision radius: +5 Size category: +1 Curse of Madness A belt that goes around your waist. |
Cloudpierce (Corpses) Cloudpierce (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +14% light / +14% darkness Changes damage: +12% arcane / +6% lightning Critical mult.: +10.00% Maximum life: +236.00 Maximum mana: +114.00 Maximum stamina: +90.00 Maximum hate: +30.00 Maximum psi: +74.00 Maximum vim: +72.00 Maximum pos.energy: +68.00 Maximum neg.energy: +61.00 Spell crit. chance: +1% Reduces paradox anomalies(equivalent to willpower): +35 Curse of Corpses A belt that goes around your waist. |
Dazzleobeisance (Shrouds) Dazzleobeisance (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind / 20 blight Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +15% blight Spell crit. chance: +5% Light radius: +1 Curse of Shrouds A belt that goes around your waist. |
Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)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 Misfortune A belt rumoured to have been worn by the Conclave healers. |
Lightningbreeze the hardened leather belt (Misfortune) Lightningbreeze the hardened leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% acid / +9% lightning Changes resistances penetration: +10% acid Changes damage: +12% acid Mental save: +11 (+3 eff.) Mindpower: +7 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
balancing hardened leather belt of burglary (Shrouds) balancing hardened leather belt of burglary (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +8 Dex / +8 Cun / +7 Lck Trap disarming bonus: +15 Stealth bonus: +8 Mental crit. chance: +8% Infravision radius: +5 Curse of Shrouds A belt that goes around your waist. |
hardened leather belt 'Rotgasher' (Misfortune) hardened leather belt 'Rotgasher' (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 nature / 12 temporal Changes resistances: +10% darkness / +6% nature / +10% light Changes damage: +3% temporal Curse of Misfortune A belt that goes around your waist. |
hardened leather belt of shielding (Madness) hardened leather belt of shielding (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Curse of Madness It can be used to create a temporary shield that absorbs 209 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Betimivea (Misfortune) (7 def, 0 armour) Betimivea (Misfortune) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +7 (+2 eff.) Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Life regen: +0.20 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. |
Eremukhad the cashmere cloak (Shrouds) (6 def, 0 armour) Eremukhad the cashmere cloak (Shrouds) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +3 Str / +2 Con Physical save: +10 (+3 eff.) Knockback immunity: +15% Only die when reaching: -20.00 life 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. |
Huroletir (Nightmares) (9 def, 6 armour) Huroletir (Nightmares) (9 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Armour: +6 Defense: +9 (+3 eff.) Changes stats: +2 Dex / +3 Mag / +2 Cun Changes resistances: +12% cold Changes resistances penetration: +10% blight Physical save: +5 (+2 eff.) Vim when firing critical spell: +2.00 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. |
Uranik the Brandwish (Misfortune) (2 def, 0 armour) Uranik the Brandwish (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Wil Changes resistances penetration: +15% blight Changes damage: +9% fire Mental save: +8 (+2 eff.) 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. |
cashmere cloak 'Adidavea' (Nightmares) (2 def, 7 armour) cashmere cloak 'Adidavea' (Nightmares) (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +2 (+1 eff.) Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +22% cold Maximum encumbrance: +20 Maximum life: +20.00 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. |
cashmere cloak 'Xanetha' (Nightmares) (10 def, 0 armour) cashmere cloak 'Xanetha' (Nightmares) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Mag / +2 Con Critical mult.: +10.00% Physical save: +11 (+4 eff.) Mental save: +20 (+5 eff.) Light radius: +2 Infravision radius: +2 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. |
thick cashmere cloak of battle (Corpses) (2 def, 5 armour) thick cashmere cloak of battle (Corpses) (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +5 Defense: +2 (+1 eff.) Fatigue: -3% Changes resistances: +18% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of battle (Corpses) (2 def, 0 armour) wyrmwaxed cashmere cloak of battle (Corpses) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +7% acid / +6% fire / +7% lightning / +7% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branurin (Shrouds) (2 def, 0 armour) Branurin (Shrouds) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +2 Con Changes resistances: +19% nature / +9% temporal Changes resistances penetration: +12% darkness / +13% physical Changes damage: +6% temporal / +8% physical / +24% nature / +14% darkness Poison immunity: +30% Disease immunity: +28% Maximum hate: +8.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Durylach the silk robe (Nightmares) (3 def, 0 armour) Durylach the silk robe (Nightmares) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Wil / +8 Con Changes resistances: +19% lightning / +5% arcane / +13% blight Changes damage: +13% lightning / +13% nature Physical save: +10 (+3 eff.) Poison immunity: +40% Disease immunity: +42% Pinning immunity: +5% Life regen: +1.50 Maximum life: +68.00 Healing mod.: +17% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islyma the cashmere robe (Shrouds) (2 def, 0 armour) Islyma the cashmere robe (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% lightning / +9% fire / +15% temporal / +3% blight Changes damage: +12% lightning Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardydodur the Kindlesmash (Shrouds) (0 def, 0 armour) Mardydodur the Kindlesmash (Shrouds) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Mag / +5 Wil Changes resistances: +16% acid / +16% fire Changes damage: +11% acid / +11% fire Critical mult.: +5.00% Mana each turn: +0.12 Psi each turn: +0.12 Mana when firing critical spell: +1.00 Maximum vim: +10.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (Corpses) (12 def, 0 armour) Silk Current (Corpses) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
Silona the Demonthorn (Nightmares) (2 def, 0 armour) Silona the Demonthorn (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 4 fire Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold / +9% darkness / +3% fire Changes damage: +10% lightning / +7% physical / +3% darkness / +9% cold Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Unrichak the elven-silk robe (Madness) (5 def, 0 armour) Unrichak the elven-silk robe (Madness) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Con Changes resistances: +18% mind / +5% arcane Changes resistances penetration: +16% mind Changes damage: +15% nature / +31% mind Critical mult.: +5.00% Mental save: +18 (+4 eff.) Poison immunity: +25% Disease immunity: +48% Stun/Freeze immunity: +5% Psi each turn: +0.81 Maximum psi: +27.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Branodokor' (Misfortune) (7 def, 4 armour) cashmere robe 'Branodokor' (Misfortune) (7 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +4 Str / +7 Mag Changes resistances: +11% blight / +7% light / +25% darkness Changes damage: +11% blight / +5% light / +12% darkness Maximum life: +42.00 Light radius: +2 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe (Shrouds) (0 def, 0 armour) dreamer's linen robe (Shrouds) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind / +10% darkness Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +21 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of fire (+18%) (Misfortune) (2 def, 0 armour) mindwoven cashmere robe of fire (+18%) (Misfortune) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% fire Changes damage: +12% fire Mental save: +18 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of lightning (+15%) (Misfortune) (0 def, 0 armour) shimmering woollen robe of lightning (+15%) (Misfortune) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% lightning Changes damage: +10% lightning / +10% arcane Maximum mana: +27.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Obsidiantrail' (Shrouds) (0 def, 0 armour) woollen robe 'Obsidiantrail' (Shrouds) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +12% mind Changes damage: +3% lightning / +12% mind / +15% darkness Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amarand (Misfortune) (0 def, 3 armour) Amarand (Misfortune) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +5% arcane Physical save: +11 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +11 (+3 eff.) Mana when firing critical spell: +1.00 Curse of Misfortune A pair of boots made of leather. |
Curetooth the pair of hardened leather boots (Corpses) (0 def, 9 armour) Curetooth the pair of hardened leather boots (Corpses) (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +9 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% physical Infravision radius: +2 Healing mod.: +5% Curse of Corpses A pair of boots made of leather. |
Galozilakan the pair of hardened leather boots (Shrouds) (0 def, 3 armour) Galozilakan the pair of hardened leather boots (Shrouds) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +35% Confusion immunity: +30% Stun/Freeze immunity: +29% Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds A pair of boots made of leather. |
Islylrann (Misfortune) (0 def, 3 armour) Islylrann (Misfortune) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Mag / +4 Wil Changes damage: +9% arcane / +3% mind Spell save: +9 (+3 eff.) Mana each turn: +0.34 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spell crit. chance: +4% Curse of Misfortune A pair of boots made of leather. |
Lisygavena the pair of hardened leather boots (Nightmares) (0 def, 3 armour) Lisygavena the pair of hardened leather boots (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: -3% Changes stats: +1 Str Maximum encumbrance: +38 Physical save: +9 (+3 eff.) Maximum life: +20.00 Light radius: +3 Healing mod.: +10% Curse of Nightmares A pair of boots made of leather. |
Natureransom the pair of hardened leather boots (Nightmares) (0 def, 3 armour) Natureransom the pair of hardened leather boots (Nightmares) (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con / +3 Wil Changes resistances: +10% lightning / +7% temporal / +9% nature / +8% fire / +6% mind / +8% cold Changes resistances penetration: +6% physical Changes damage: +6% nature Mindpower: +5 (+2 eff.) Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 172% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Relgarim the pair of hardened leather boots (Corpses) (0 def, 3 armour) Relgarim the pair of hardened leather boots (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +5 Dex / +2 Wil / +8 Lck Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +8 Curse of Corpses A pair of boots made of leather. |
Skydream (Nightmares) (0 def, 3 armour) Skydream (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Mag / +4 Cun / +3 Con Changes resistances: +3% lightning / +8% fire / +8% cold Changes damage: +6% lightning Maximum encumbrance: +23 Physical save: +16 (+5 eff.) Mental save: +15 (+4 eff.) Light radius: +1 See invisible: +6 Curse of Nightmares A pair of boots made of leather. |
Stormripper (Madness) (0 def, 3 armour) Stormripper (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 fire Changes stats: +4 Str / +4 Con Changes resistances: +12% lightning Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Wanderer's Rest (Nightmares) (4 def, 0 armour) Wanderer's Rest (Nightmares) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Blindclash' (Misfortune) (0 def, 3 armour) pair of hardened leather boots 'Blindclash' (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +33 Physical save: +10 (+3 eff.) Mental save: +20 (+5 eff.) Psi when hit: +0.16 Light radius: +3 Curse of Misfortune A pair of boots made of leather. |
pair of hardened leather boots 'Ichorwoe' (Shrouds) (0 def, 3 armour) pair of hardened leather boots 'Ichorwoe' (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Wil / +1 Mag Grants telepathy: Dragon Maximum encumbrance: +38 Physical save: +7 (+2 eff.) Curse of Shrouds A pair of boots made of leather. |
pair of rough leather boots 'Lightningwaker' (Misfortune) (0 def, 1 armour) pair of rough leather boots 'Lightningwaker' (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances penetration: +5% lightning / +5% mind Changes damage: +18% lightning Maximum encumbrance: +23 Physical save: +7 (+2 eff.) Curse of Misfortune A pair of boots made of leather. |
undeterred pair of hardened leather boots of disengagement (Nightmares) (0 def, 3 armour) undeterred pair of hardened leather boots of disengagement (Nightmares) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Dex Silence immunity: +22% Confusion immunity: +26% Stun/Freeze immunity: +22% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.2 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Camechik (Corpses) (0 def, 2 armour) Camechik (Corpses) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Wil / +4 Con Grants telepathy: Dragon Physical save: +30 (+10 eff.) Spell save: +17 (+6 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +56% Life regen: +1.00 Stamina each turn: +0.90 Maximum stamina: +19.00 See invisible: +9 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Slumber (10% chance level 3). Damage (Melee): +13 physical Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cindervenom (Shrouds) (0 def, 2 armour) Cindervenom (Shrouds) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Damage (Melee): 10 fire Changes stats: +4 Dex Changes resistances: +15% acid / +7% fire Changes damage: +7% fire Life regen: +3.00 Stamina each turn: +0.70 Psi each turn: +0.18 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +16.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +12 acid / +7 fire Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour) Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Shrouds It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.8 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Glarevalor the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour) Glarevalor the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+6 eff.) Armour: +2 Changes stats: +5 Str / +1 Mag Changes damage: +6% light Spellpower on spell critical (stacks up to 3 times): +8 When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Smoldermaster (Nightmares) (0 def, 2 armour) Smoldermaster (Nightmares) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes resistances: +3% fire Changes damage: +7% arcane / +6% fire When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 arcane Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +8 arcane Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vitriolic Punch (Nightmares) (4 def, 2 armour) Vitriolic Punch (Nightmares) (4 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Damage (Melee): 10 acid Changes resistances: +10% acid / +10% nature / +10% lightning Changes damage: +10% acid / +10% nature / +10% lightning When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 87% When this weapon hits: Acid Breath (3% chance level 2). When this weapon hits: Poison Breath (3% chance level 2). When this weapon hits: Lightning Breath (3% chance level 2). Curse of Nightmares Foul smelling gauntlets made from hardened hydra leather. |
dwarven-steel gauntlets 'Borakath' (Nightmares) (0 def, 2 armour) dwarven-steel gauntlets 'Borakath' (Nightmares) (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes resistances: +6% fire / +6% nature / +3% temporal Physical save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * Slows global speed by 40% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Dairodolach' (Misfortune) (0 def, 2 armour) dwarven-steel gauntlets 'Dairodolach' (Misfortune) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Changes stats: +6 Cun / +11 Mag Changes resistances: +12% light / +15% darkness Changes damage: +8% arcane Reduces incoming crit damage: 5.00% Life regen: +0.40 Maximum stamina: +10.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 83% Damage (Melee): +11 arcane Burst (radius 2) on crit: +43 darkness / +8 physical / +7 arcane / +34 light Curse of Misfortune It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.2 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 95.24 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Gleamglamour' (Corpses) (0 def, 2 armour) dwarven-steel gauntlets 'Gleamglamour' (Corpses) (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage when hit (Melee): 12 light Changes resistances: +3% light / +3% lightning Changes resistances penetration: +5% lightning Physical save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +31% When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +16 light Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Shocklady' (Nightmares) (0 def, 2 armour) dwarven-steel gauntlets 'Shocklady' (Nightmares) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 6 fire / 8 cold / 8 lightning Changes stats: +4 Mag / +4 Wil Changes resistances: +2% physical Changes damage: +9% lightning When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Damage (Melee): +11 ice / +4 physical / +13 fire / +19 lightning / +18 acid Burst (radius 2) on crit: +4 lightning Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Turidunathel' (Madness) (0 def, 9 armour) dwarven-steel gauntlets 'Turidunathel' (Madness) (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +9 Armour Hardiness: +10% Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 8 blight Changes stats: +2 Str / +8 Con Changes resistances: +7% blight / +4% physical Changes damage: +7% blight / +9% mind When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). Burst (radius 2) on crit: +11 blight / +4 temporal / +4 mind Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the juggernaut (Madness) (0 def, 2 armour) dwarven-steel gauntlets of the juggernaut (Madness) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Con Physical save: +13 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +12 physical Curse of Madness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Relgodunasta' (Corpses) (4 def, 2 armour) hardened leather gloves 'Relgodunasta' (Corpses) (4 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +3% cold Changes resistances penetration: +10% physical Critical mult.: +11.00% Spell crit. chance: +11% Mental crit. chance: +13% Healing mod.: +5% When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +12.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour) steady rough leather gloves of strength (+2) (Nightmares) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeridalle the dwarven-steel helm (Nightmares) (9 def, 4 armour) Aeridalle the dwarven-steel helm (Nightmares) (9 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +12 (+6 eff.) Armour: +4 Defense: +9 (+3 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn Changes stats: +5 Cun Maximum life: +30.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nyseldamina (Misfortune) (0 def, 3 armour) Ce'Nyseldamina (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances: +6% nature Disease immunity: +10% Stun/Freeze immunity: +10% See invisible: +6 Curse of Misfortune A cap made of leather. |
Chaluthad (Madness) (0 def, 4 armour) Chaluthad (Madness) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Cun / +4 Str Mental save: +10 (+2 eff.) Psi when hit: +0.08 Mental crit. chance: +2% Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 23.8 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (Madness) (13 def, 0 armour) Crown of Burning Pain (Madness) (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Madness It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 205.39 fire and 157.99 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Burning Pain (Madness) (13 def, 0 armour) Crown of Burning Pain (Madness) (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Madness It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 205.39 fire and 157.99 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour) Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Curse of Nightmares It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.4 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Duathellore (Madness) (7 def, 4 armour) Duathellore (Madness) (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Defense: +7 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn Changes stats: +5 Cun Changes resistances: +9% fire Changes resistances penetration: +10% darkness Spell save: +10 (+3 eff.) Disease immunity: +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (Madness) (8 def, 0 armour) Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Madness It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Girema the cashmere wizard hat (Nightmares) (2 def, 0 armour) Girema the cashmere wizard hat (Nightmares) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str Changes resistances penetration: +20% blight Changes damage: +7% acid / +7% lightning / +8% fire / +5% arcane / +5% cold Infravision radius: +1 Curse of Nightmares A pointy cloth hat, very wizardly... |
Glaredash (Shrouds) (1 def, 0 armour) Glaredash (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +15% acid / +6% light / +3% lightning Changes damage: +10% acid / +3% light Curse of Shrouds A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (Misfortune) (2 def, 0 armour) Hat of Arcane Understanding (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Misfortune A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Kindlespar the cashmere wizard hat (Madness) (2 def, 0 armour) Kindlespar the cashmere wizard hat (Madness) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 acid Changes resistances: +24% lightning / +3% light / +3% acid Changes damage: +16% lightning / +6% light / +12% acid Curse of Madness A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour) Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Nightmares This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Salakira (Shrouds) (0 def, 4 armour) Salakira (Shrouds) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 mind Changes stats: +8 Str / +8 Dex / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadowcast the cashmere wizard hat (Misfortune) (2 def, 0 armour) Shadowcast the cashmere wizard hat (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 12 arcane / 8 darkness Changes stats: +5 Mag / +6 Con Changes damage: +8% arcane Curse of Misfortune It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 28 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Siluma (Shrouds) (0 def, 4 armour) Siluma (Shrouds) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Dex / +2 Mag Changes resistances: +15% darkness Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +4 (+1 eff.) Infravision radius: +6 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (Shrouds) (0 def, 15 armour) The Black Crown (Shrouds) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Shrouds "For the demon who has everything." |
The Face of Fear (Shrouds) (8 def, 0 armour) The Face of Fear (Shrouds) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) Curse of Shrouds It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.4 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 27% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 20%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
cashmere wizard hat 'Cyroda' (Madness) (2 def, 0 armour) cashmere wizard hat 'Cyroda' (Madness) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances: +18% light Changes damage: +12% light Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Curse of Madness A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Anytorek' (Misfortune) (3 def, 0 armour) elven-silk wizard hat 'Anytorek' (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +10 Cun / +6 Wil Changes resistances: +18% blight Changes resistances penetration: +10% blight Changes damage: +9% acid / +15% lightning / +3% blight / +10% cold / +12% arcane / +14% fire Mental save: +12 (+3 eff.) Mindpower: +5 (+2 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+3) (Nightmares) (0 def, 1 armour) insulating rough leather cap of constitution (+3) (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% fire / +6% cold Curse of Nightmares A cap made of leather. |
linen wizard hat 'Growthvein' (Misfortune) (1 def, 0 armour) linen wizard hat 'Growthvein' (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Con Changes resistances: +16% light Changes damage: +11% light Light radius: +1 Curse of Misfortune A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of lightning (+15%) (Corpses) (1 def, 0 armour) stabilizing linen wizard hat of lightning (+15%) (Corpses) (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: +3 Wil Changes resistances: +15% lightning Changes damage: +10% lightning Physical save: +6 (+2 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
Aduth the Sunwake (Corpses) (5 def, 16 armour) Aduth the Sunwake (Corpses) (5 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 17 physical Changes resistances: +12% acid / +10% cold / +27% lightning Changes resistances penetration: +5% fire Changes damage: +3% mind / +30% fire Allows you to breathe in: water Curse of Corpses A suit of armour made of mail. |
Elitira (Corpses) (2 def, 4 armour) Elitira (Corpses) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +1 Dex / +3 Con Changes resistances: +3% physical Maximum life: +41.00 Curse of Corpses A suit of armour made of mail. |
Rose's Revenge (Madness) (5 def, 10 armour) Rose's Revenge (Madness) (5 def, 10 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature / 15 physical Changes damage: +15% mind / +15% physical Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Curse of Madness It can be used to hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%, costing 40 power out of 60/60. Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour) Scale Mail of Kroltar (Corpses) (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Corpses It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.6 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 81.86 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
dwarven-steel mail armour 'Adabeth' (Shrouds) (8 def, 11 armour) dwarven-steel mail armour 'Adabeth' (Shrouds) (8 def, 11 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+3 eff.) Fatigue: +16% Changes stats: +2 Dex / +4 Wil / +6 Cun / +2 Con Changes resistances: +1% physical / +12% light / +10% darkness Mental save: +22 (+6 eff.) Curse of Shrouds A suit of armour made of mail. |
dwarven-steel mail armour 'Lisiwe' (Shrouds) (3 def, 15 armour) dwarven-steel mail armour 'Lisiwe' (Shrouds) (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +8% acid / +7% physical / +20% darkness / +7% fire / +16% blight / +8% cold / +5% arcane / +21% lightning Disease immunity: +5% Cut immunity: +5% Maximum hate: +4.00 Mental crit. chance: +1% Light radius: +1 Curse of Shrouds A suit of armour made of mail. |
stralite mail armour 'Windwilter' (Shrouds) (4 def, 16 armour) stralite mail armour 'Windwilter' (Shrouds) (4 def, 16 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +6% fire / +20% cold Changes damage: +15% nature Physical save: +10 (+3 eff.) Life regen: +2.90 Maximum life: +71.00 Healing mod.: +18% Curse of Shrouds A suit of armour made of mail. |
Eel-skin armour (Nightmares) (10 def, 1 armour) Eel-skin armour (Nightmares) (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Nightmares It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 158.07 to 474.21 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Eilinythra the Infernowell (Madness) (16 def, 8 armour) Eilinythra the Infernowell (Madness) (16 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +16 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +22% lightning Changes damage: +9% blight / +3% fire Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Movement speed: +40% Curse of Madness A suit of armour made of leather. |
Jetwend the cured leather armour (Misfortune) (2 def, 4 armour) Jetwend the cured leather armour (Misfortune) (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 8 acid / 10 fire Damage when hit (Melee): 12 acid / 9 fire / 5 light Changes stats: +2 Wil Changes resistances: +12% acid / +12% darkness / +12% blight / +14% fire / +15% cold Light radius: +1 Curse of Misfortune A suit of armour made of leather. |
Rogue Plight (Nightmares) (6 def, 7 armour) Rogue Plight (Nightmares) (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Nightmares No rogue blades shall incapacitate the wearer of this armour. |
hardened leather armour 'Halakor' (Misfortune) (11 def, 11 armour) hardened leather armour 'Halakor' (Misfortune) (11 def, 11 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun Changes resistances: +6% mind Mental save: +31 (+8 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Misfortune A suit of armour made of leather. |
Dimcrack (Corpses) (5 def, 11 armour) Dimcrack (Corpses) (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +14 (+7 eff.) Armour: +11 Defense: +5 (+2 eff.) Fatigue: +33% Damage when hit (Melee): 4 darkness / 12 blight Changes stats: +6 Str / +5 Mag / +5 Wil / +7 Con Changes resistances: +12% lightning / +19% temporal / -13% light / +6% blight / +8% fire / +9% darkness Changes resistances penetration: +5% darkness Physical save: +5 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +16 (+4 eff.) Spell crit. chance: +7% Mindpower: +13 (+4 eff.) Mental crit. chance: +8% Curse of Corpses A suit of armour made of metal plates. |
Nerodhema the Flashpain (Shrouds) (7 def, 21 armour) Nerodhema the Flashpain (Shrouds) (7 def, 21 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +7 (+2 eff.) Fatigue: +19% Damage when hit (Melee): 12 light Changes stats: +5 Str / +3 Mag / +2 Con Changes resistances: +36% acid / +11% physical / +9% fire / +13% lightning / +12% cold Talent cooldown: Rush (-5 turns) Physical save: +11 (+4 eff.) Disarm immunity: +28% Stun/Freeze immunity: +31% Knockback immunity: +20% Mana when firing critical spell: +2.00 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds A suit of armour made of metal plates. |
Aeroratira (Shrouds) (6 def, 2 armour, 39 block) Aeroratira (Shrouds) (6 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Changes resistances: +6% mind Talent granted: +2 Block Equilibrium when hit: +0.08 Curse of Shrouds Handheld deflection devices. |
Nimbuskiller (Madness) (8 def, 2 armour, 71 block) Nimbuskiller (Madness) (8 def, 2 armour, 71 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 arcane / 8 lightning Changes resistances: +16% light / +16% darkness Talent granted: +3 Block Curse of Madness Handheld deflection devices. |
icy voratun shield of physical resistance (+12%) (Shrouds) (12 def, 3 armour, 210 block) icy voratun shield of physical resistance (+12%) (Shrouds) (12 def, 3 armour, 210 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 15 ice Changes resistances: +12% physical Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
steel shield 'Gunokalthorig' (Misfortune) (6 def, 2 armour, 39 block) steel shield 'Gunokalthorig' (Misfortune) (6 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +10% physical / +15% fire Talent granted: +2 Block Spell save: +3 (+1 eff.) Mindpower: +6 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +10 Curse of Misfortune Handheld deflection devices. |
steel shield 'Serpentterror' (Misfortune) (6 def, 2 armour, 41 block) steel shield 'Serpentterror' (Misfortune) (6 def, 2 armour, 41 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 14 ice / 12 mind Talent granted: +2 Block Mental save: +10 (+2 eff.) Curse of Misfortune Handheld deflection devices. |
Belerodor the obsidian wardstone (Corpses) Belerodor the obsidian wardstone (Corpses)Requires: - Magic 25 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Defense: +8 (+3 eff.) Fatigue: -2% Changes stats: +2 Dex / +3 Con Changes resistances: +28% acid / +14% fire / +3% light Reduce damage by fixed amount: +4 all Maximum wards: +3 acid / +3 fire Changes damage: +14% acid / +18% fire Talent granted: +7 Ward Critical mult.: +3.00% Life regen: +2.90 Maximum life: +63.00 Slows Projectiles: +25% Curse of Corpses Handheld warding devices |
Hathomarand the Hellsraven (Corpses) Hathomarand the Hellsraven (Corpses)Requires: - Magic 15 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes resistances: +11% fire / +3% darkness / +22% cold Reduce damage by fixed amount: +2 all Maximum wards: +1 fire / +2 cold Changes damage: +21% fire / +24% cold Talent granted: +5 Ward Slows Projectiles: +15% Curse of Corpses Handheld warding devices |
9 agate 9 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. |
788 alchemist agate 788 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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 aquamarine 4 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. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 29, mainhand) demon seed [champion of Urh'Rok] (level 29, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 30, mainhand) demon seed [champion of Urh'Rok] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 36, mainhand) demon seed [champion of Urh'Rok] (level 36, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 37, mainhand) demon seed [champion of Urh'Rok] (level 37, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 43, mainhand) demon seed [champion of Urh'Rok] (level 43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 46, mainhand) demon seed [champion of Urh'Rok] (level 46, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 47, body) demon seed [champion of Urh'Rok] (level 47, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +117.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 35, mainhand) demon seed [daelach] (level 35, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 28, mainhand) demon seed [dolleg] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 3 The seed of a demon. |
demon seed [dolleg] (level 41, mainhand) demon seed [dolleg] (level 41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
demon seed [dĂșathedlen] (level 25, mainhand) demon seed [dĂșathedlen] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 30, mainhand) demon seed [dĂșathedlen] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 44, mainhand) demon seed [dĂșathedlen] (level 44, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 46, offhand) demon seed [dĂșathedlen] (level 46, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 22, mainhand) demon seed [fire imp] (level 22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 23, mainhand) demon seed [fire imp] (level 23, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 25, mainhand) demon seed [fire imp] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 27, mainhand) demon seed [fire imp] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 28, mainhand) demon seed [fire imp] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 31, mainhand) demon seed [fire imp] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 33, mainhand) demon seed [fire imp] (level 33, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 34, mainhand) demon seed [fire imp] (level 34, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 45, mainhand) demon seed [fire imp] (level 45, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 27, mainhand) demon seed [forge-giant] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 41, mainhand) demon seed [forge-giant] (level 41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 45, offhand) demon seed [forge-giant] (level 45, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 47, offhand) demon seed [forge-giant] (level 47, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand) demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 37, mainhand) demon seed [quasit] (level 37, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 39, mainhand) demon seed [quasit] (level 39, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 46, mainhand) demon seed [quasit] (level 46, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 30, mainhand) demon seed [thaurhereg] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 3 The seed of a demon. |
demon seed [thaurhereg] (level 38, mainhand) demon seed [thaurhereg] (level 38, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 4 The seed of a demon. |
demon seed [uruivellas] (level 36, mainhand) demon seed [uruivellas] (level 36, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 42, mainhand) demon seed [uruivellas] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 43, body) demon seed [uruivellas] (level 43, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +19% Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 39, mainhand) demon seed [water imp] (level 39, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 42, mainhand) demon seed [water imp] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 45, mainhand) demon seed [water imp] (level 45, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 25, mainhand) demon seed [wretchling] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 26, mainhand) demon seed [wretchling] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 27, mainhand) demon seed [wretchling] (level 27, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 28, mainhand) demon seed [wretchling] (level 28, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 30, mainhand) demon seed [wretchling] (level 30, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, mainhand) demon seed [wretchling] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 45, mainhand) demon seed [wretchling] (level 45, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 47, offhand) demon seed [wretchling] (level 47, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +34% acid Reduce damage by fixed amount: +24 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 48, mainhand) demon seed [wretchling] (level 48, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 48, offhand) demon seed [wretchling] (level 48, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +34% acid Reduce damage by fixed amount: +24 acid Demon status: alive (100% life). The seed of a demon. |
Arcbliss the dwarven-steel pickaxe (dig speed 24 turns) Arcbliss the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Str Changes resistances: +15% acid Changes damage: +6% acid / +6% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Unlightstreak (dig speed 16 turns) Unlightstreak (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 acid Changes stats: +2 Str / +3 Wil / +2 Cun Changes resistances: +8% physical Mental save: +20 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Chegagrim' (dig speed 22 turns) dwarven-steel pickaxe 'Chegagrim' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +2 Str / +2 Dex / +4 Cun Changes resistances penetration: +15% temporal Physical save: +25 (+8 eff.) Maximum life: +10.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 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. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bleakfoe BleakfoePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +5% cold / +8% temporal Changes resistances penetration: +5% darkness / +15% temporal Changes damage: +6% temporal Light radius: +3 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
Dairokalthoran DairokalthoranInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Reduces incoming crit damage: 5.00% Physical save: +7 (+2 eff.) Life regen: +0.40 Maximum stamina: +15.00 Light radius: +3 See invisible: +6 Healing mod.: +32% A normal brass lantern, enhanced by alchemy to make it brighter. |
Dimbrace DimbraceInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +9% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +6 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. |
Summertide Phial Summertide PhialInfused 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% It can be used to call light (142 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Zereldir' alchemist's lamp 'Zereldir'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid / +13% darkness / +9% light Changes damage: +10% light Damage affinity(heal): +5% light Silence immunity: +10% Light radius: +6 See invisible: +3 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 60.98 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Windradiance' brass lantern 'Windradiance'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Con Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +8 See invisible: +7 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.4 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 266.12 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
4 garnet 4 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stat: 92% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Earthsorrow [power 55] (20 cooldown) Earthsorrow [power 55] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Grants telepathy: Dragon Equilibrium when hit: +0.08 Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Erorig [power 53] (30 cooldown) Erorig [power 53] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +2 Changes resistances: +3% light / +6% fire Changes damage: +12% acid Spell save: +10 (+3 eff.) Confusion immunity: +10% It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
Gihek [power 79] (25 cooldown) Gihek [power 79] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% mind It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Silidhewyn the Unlightcutter [power 75] (20 cooldown) Silidhewyn the Unlightcutter [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +15% darkness Changes damage: +3% darkness Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +3 Telekinetic Blast +1 Ward +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Swampwill the dwarven-steel torque of thermal psionic shield [power 93] (20 cooldown) Swampwill the dwarven-steel torque of thermal psionic shield [power 93] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +10% nature / +15% mind Changes damage: +15% mind Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield 'Glarebreak' [power 87] (20 cooldown) dwarven-steel torque of kinetic psionic shield 'Glarebreak' [power 87] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Maximum wards: +4 physical / +5 mind / +4 darkness Changes resistances penetration: +10% light Changes damage: +3% light Talent granted: +2 Ward Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 125] (6 cooldown) steel torque of mindblast [power 125] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 9 beam (dam 62-125), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Glimmertaint' [power 22] (22 cooldown) steel torque of psychoportation 'Glimmertaint' [power 22] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +3% light Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum hate: +2.00 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin 'Yaregolin' [power 45] (20 cooldown) yew totem of thorny skin 'Yaregolin' [power 45] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +10% arcane Talent granted: +3 Lay Web Critical mult.: +10.00% Spell save: +10 (+3 eff.) Vim when firing critical spell: +1.00 Spell crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Tulimador [power 145] (10 cooldown) Tulimador [power 145] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% light Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast Reduces incoming crit damage: 5.00% Only die when reaching: -20.00 life Maximum vim: +10.00 See invisible: +9 It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled dragonbone wand of conjuration [power 517] (10 cooldown) defiled dragonbone wand of conjuration [power 517] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +14.00 It can be used to fire a bolt of a random element (dam 258-517), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Starclash' [power 13] (10 cooldown) yew wand of clairvoyance 'Starclash' [power 13] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Talents granted: +3 Strike +2 Volcano Light radius: +3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 quartz 8 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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
7 citrine 7 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. |
10 zircon 10 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. |
Achievements
By Hades the Halfling Psionic Hero level 35
65th Haze 122nd year of Ascendancy at 13:25 see stats
By Hades the Halfling Psionic Hero level 50
34th Pyre 123rd year of Ascendancy at 16:59 see stats
By Hades the Halfling Psionic Hero level 45
1st Pyre 123rd year of Ascendancy at 03:51 see stats
By Hades the Halfling Psionic Hero level 46
26th Pyre 123rd year of Ascendancy at 18:29 see stats
By Hades the Halfling Psionic Hero level 14
51st Dusk 122nd year of Ascendancy at 15:03 see stats
By Hades the Halfling Psionic Hero level 26
7th Haze 122nd year of Ascendancy at 18:12 see stats
By Hades the Halfling Psionic Hero level 41
53rd Regrowth 123rd year of Ascendancy at 18:05 see stats
By Hades the Halfling Psionic Hero level 29
9th Haze 122nd year of Ascendancy at 19:40 see stats
By Hades the Halfling Psionic Hero level 35
65th Haze 122nd year of Ascendancy at 12:52 see stats
By Hades the Halfling Psionic Hero level 10
27th Dusk 122nd year of Ascendancy at 02:12 see stats
By Hades the Halfling Psionic Hero level 20
71st Dusk 122nd year of Ascendancy at 12:21 see stats
By Hades the Halfling Psionic Hero level 30
35th Haze 122nd year of Ascendancy at 18:44 see stats
By Hades the Halfling Psionic Hero level 40
16th Regrowth 123rd year of Ascendancy at 11:56 see stats
By Hades the Halfling Psionic Hero level 50
33rd Pyre 123rd year of Ascendancy at 17:37 see stats
By Hades the Halfling Psionic Hero level 36
5th Decay 122nd year of Ascendancy at 21:16 see stats
By Hades the Halfling Psionic Hero level 32
53rd Haze 122nd year of Ascendancy at 13:07 see stats
By Hades the Halfling Psionic Hero level 34
56th Haze 122nd year of Ascendancy at 00:25 see stats
By Hades the Halfling Psionic Hero level 15
56th Dusk 122nd year of Ascendancy at 20:08 see stats
By Hades the Halfling Psionic Hero level 48
30th Pyre 123rd year of Ascendancy at 20:57 see stats
By Hades the Halfling Psionic Hero level 11
28th Dusk 122nd year of Ascendancy at 17:10 see stats
By Hades the Halfling Psionic Hero level 35
65th Haze 122nd year of Ascendancy at 13:25 see stats
By Hades the Halfling Psionic Hero level 41
35th Regrowth 123rd year of Ascendancy at 12:46 see stats
By Hades the Halfling Psionic Hero level 18
64th Dusk 122nd year of Ascendancy at 12:32 see stats
By Hades the Halfling Psionic Hero level 50
35th Pyre 123rd year of Ascendancy at 07:40 see stats
By Hades the Halfling Psionic Hero level 26
7th Haze 122nd year of Ascendancy at 19:42 see stats
By Hades the Halfling Psionic Hero level 49
33rd Pyre 123rd year of Ascendancy at 17:37 see stats
Log
Hades receives 108 healing from Hades's healing light area effect.
Hades's mind surges with critical power!
Hades's mind surges with critical power!
There is an exit to the worldmap here (press '' or right click to use).
The shield around Hades crumbles.
Ran for 53 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hades's mind surges with critical power!
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Hades is no longer surging arcane power.
Hades deactivates Wild Attunement.
Hades is no longer attuned to nature.
Hades deactivates Beyond the Flesh.
Hades deactivates Arcane Combat.
Hades deactivates Premonition.
Hades deactivates Rabid Fury.
Hades deactivates Tempest.
Hades deactivates Gloom.
Hades deactivates Retribution.
Hades deactivates Mitosis.
Hades deactivates Reality Smearing.
Hades deactivates Hurricane.
Hades deactivates Chant of Fortress.
Hades deactivates Shield of Light.