











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 46 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Polilevena the netherworm mass at level 22 on the 25th Regrowth 123rd year of Ascendancy at 10:37 / 2Killed by Tortured Mass Cyranne at level 46 on the 28th Dusk 123rd year of Ascendancy at 15:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 24) |
| Dexterity | 27 (base 10) |
| Constitution | 62 (base 44) |
| Magic | 29 (base 15) |
| Willpower | 79 (base 62) |
| Cunning | 110 (base 64) |
Resources
| Life | -150/1467 |
| Hate | 118/118 |
| Equilibrium | 16 |
| Healing Factor | 1.4998029716162 |
| Regeneration | 37.494995155101 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 8 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 65.280243627327 |
| See Invisible | 65.280243627327 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 46 |
| Crit Chance | 42% |
| APR | 55 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 46 |
| Crit Chance | 40% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +25% |
| Lightning | +34% |
| Light | +15% |
| Darkness | +43% |
| Cold | +32% |
| Physical | +15% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +31% |
| Fire | +25% |
| Mind | +38% |
| Physical | +5% |
| Cold | +22% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 41 |
| Ranged Defense | 48 |
| Fatigue | 7 |
| Physical Save | 37 |
| Spell Save | 42 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 52%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 45%( 70%) |
| All | + 15%( 70%) |
| Physical | + 15%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 50%( 80%) |
| Fire | + 15%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 47% |
| Fear Resistance | 47% |
| Disarm Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 47% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -671 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1410 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 863% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 544 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.40 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Eilinidawe the wolf. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by shivgoroth. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 718. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (Corpses) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+5 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | ShadowvengeanceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances penetration: +15% darkness / +25% mind Mental save: +18 (+4 eff.) Mindpower: +25 (+6 eff.) Mental crit. chance: +6% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Yaldan Baoth (Madness) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | dwarven-steel gauntlets 'Dourviper' (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage when hit (Melee): 6 lightning Changes resistances: +9% blight / +6% nature / +16% darkness / +7% arcane Changes resistances penetration: +5% darkness Changes damage: +9% lightning / +9% darkness Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +16 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | voratun ring of misery (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 39 Damage (Melee): 15 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 39 Damage (Ranged): 29 physical Changes stats: +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | treant's voratun ring of life (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +26% Disease immunity: +18% Life regen: +10.00 Maximum life: +83.00 Healing mod.: +16% Curse of Corpses Rings make your fingers look great! |
| Around neck | Nightripper of the Blightspawn (Madness)Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects when hit in melee: * 28% chance to reduce strength, dexterity, and constitution by 5 * 24% chance to reduce damage dealt by 31% Damage when hit (Melee): 2 cold Changes stats: +3 Dex / +6 Wil / +7 Cun / +5 Con Changes resistances: +23% blight / +15% cold / +20% nature Changes resistances penetration: +25% fire / +15% cold Changes damage: +3% fire Poison immunity: +24% Disease immunity: +32% Life regen: +4.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
| In main hand | living mindstar 'Voidwire' (Madness) (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +4 darkness / +8 physical When wielded/worn: Physical crit. chance: +3.0% Changes stats: +7 Cun Changes resistances penetration: +5% physical / +13% mind / +11% darkness Changes damage: +25% mind / +34% darkness Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Emblem of Evasion (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | hungering thorny mindstar of frost (Madness) (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage (Melee): 7 cold Changes resistances: +6% cold Changes resistances penetration: +7% cold Changes damage: +10% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Madness It can be used to inflict 151.25 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Berotar the cashmere cloak (Nightmares) (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +2 Dex / +1 Wil / +3 Con Physical save: +11 (+5 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Morningserpent the elven-silk robe (Nightmares) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 8% chance to slow global speed by 68% * 8 arcane resource burn Changes stats: +7 Str / +8 Mag / +7 Wil Changes resistances: +8% lightning / +14% cold / +15% all Changes damage: +25% lightning / +15% physical / +22% cold Critical mult.: +10.00% Mental save: +25 (+6 eff.) Equilibrium when hit: +0.04 Mindpower: +5 (+1 eff.) Mental crit. chance: +8% Light radius: +3 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the sneak (res 41%; magical, mental; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Prismatic Rune (6 turns; lightning, physical, blight, cold, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 blight, 4 cold, 4 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)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: 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 and reflecting at most 245 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (466.00 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 466.00 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 spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune of the sneak (range 9; phase 34; cd 17) 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: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. 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 spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 45; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 241; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 241 damage for 3 turns. 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 spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Amoyon (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% lightning / +18% cold Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Poison immunity: +20% Stun/Freeze immunity: +32% Only die when reaching: -80.00 life Healing mod.: +15% Amulets make your neck look great! |
Earthen Beads (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. 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 423 (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. |
Feathersteel Amulet (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level.Garkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+7 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 239.49 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
The Black Core (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand (Misfortune)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Vox (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering Orbs (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful stralite amulet of perfection (0.28 Cursed / Cursed form,0.28 Cursed / Advanced shadowmancy) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Talent masteries: +0.28 Cursed / Advanced shadowmancy +0.28 Cursed / Cursed form Life regen: +3.00 Amulets make your neck look great! |
steel amulet 'Scaldfear' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes resistances: +6% mind Changes resistances penetration: +5% arcane Changes damage: +15% mind / +9% fire Critical mult.: +12.00% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Flashbone the gold ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 8 light Changes resistances: +32% darkness Changes resistances penetration: +25% mind / +25% acid Changes damage: +16% darkness Light radius: +3 Curse of Corpses Rings make your fingers look great! |
Nightsong (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Corpses It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level.Ring of the War Master (Nightmares) Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+5 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.72 cold and 20.66 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level.rogue's voratun ring of pilfering (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +10 Defense: +21 (+7 eff.) Changes stats: +6 Cun Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's steel ring of perseverance (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Stun/Freeze immunity: +27% Life regen: +4.00 Mindpower: +7 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.treant's voratun ring of misery (Shrouds) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 39 Damage (Melee): 18 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 39 Damage (Ranged): 24 physical Changes stats: +5 Cun Changes resistances: +14% nature / +14% blight Poison immunity: +20% Disease immunity: +17% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warrior's voratun ring of life (Misfortune) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +12.00 Maximum life: +77.00 Healing mod.: +18% Curse of Misfortune Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Silida the voratun battleaxe (Corpses) (71-106 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Accuracy: +21 (+11 eff.) Armour penetration: +13 Damage when hit (Melee): 4 mind Changes stats: +3 Cun Changes resistances penetration: +13% physical Maximum psi: +40.00 Mindpower: +30 (+7 eff.) Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Life Drinker (Misfortune) (42-55 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Misfortune It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 3.68 acid and 3.68 blight damage. If not cleared after five turns it will inflict 20.92 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level.Swordbreaker (Nightmares) (25-32 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Nightmares This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.elemental stralite dagger of rage (Nightmares) (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +6 Str Changes resistances penetration: +18% acid Changes damage: +25% acid / +8% physical Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced stralite dagger of massacre (Shrouds) (38-50 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +7 Dex / +3 Mag / +7 Wil / +3 Cun / +4 Con Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced voratun dagger of amnesia (Shrouds) (36-47 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Changes stats: +8 Str / +9 Dex / +11 Mag / +6 Wil / +8 Cun / +11 Con Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic stralite greatmaul of shearing (Shrouds) (53-80 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +24 acid / +26 nature When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +30 Changes resistances penetration: +20% acid / +19% nature / +13% all Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.hateful stralite greatmaul of erosion (Nightmares) (54-80 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 nature / +16 darkness Damage against: +9% Living Curse of Nightmares Massive two-handed mauls. |
Genocide (Misfortune) (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Misfortune Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Spectral Blade (Shrouds) (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level.iron greatsword of enduring (Madness) (16-26 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Con / +9 Wil Maximum life: +34.00 Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick stralite greatsword of massacre (Shrouds) (62-99 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+10 eff.) Changes stats: +9 Dex Combat speed: +10% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of evisceration (Nightmares) (60-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +24 (+12 eff.) Physical crit. chance: +14.0% Physical power: +14 (+6 eff.) Changes stats: +6 Dex Combat speed: +10% Curse of Nightmares Massive two-handed swords. |
Morrigor (Madness) (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 14.50 arcane and 20.74 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+3 eff.) Spell crit. chance: +12% Curse of Madness This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
This item will automatically be transmogrified when you leave the level.Hettintir the voratun mace (Madness) (48-66 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +13 cold Damage (radius 2) on crit: +16 acid / +27 nature When wielded/worn: Armour penetration: +8 Changes stats: +2 Wil Changes resistances: +12% acid Changes resistances penetration: +16% acid / +20% nature / +15% arcane Spell save: +6 (+2 eff.) Maximum mana: +80.00 Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.caustic voratun mace of crippling (Misfortune) (44-62 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +41 acid / +24 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +9.0% Changes resistances penetration: +5% acid / +15% nature Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace of disruption (Madness) (44-61 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +29% Unnatural Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun mace of crippling (Nightmares) (45-63 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Physical power: +9 (+4 eff.) Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +27% Curse of Nightmares Blunt and deadly. |
Amethyst of Sanctuary (Nightmares) (15-16 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% Curse of Nightmares This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Eye of Summer (Corpses) (8-9 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: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 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 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Corpses This mindstar glows with a bright warm light, but seems somehow incomplete. |
Poltergeist's Bloomsoul (Madness) (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Spell crit. chance: +2% Mindpower: +8 (+2 eff.) Mental crit. chance: +6% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Poltergeist's Eye of Winter (Nightmares) (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Changes resistances: +2% all / -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
Serpent's Glare (Shrouds) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 3.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 234.29 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
dreamer's living mindstar of storms (Shrouds) (18-19 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 12 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +23% mind / +7% lightning Changes resistances penetration: +15% lightning Changes damage: +11% lightning Talent granted: +1 Attune Mindstar Mental save: +6 (+1 eff.) Psi each turn: +0.80 Maximum psi: +50.00 Mindpower: +10 (+2 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. |
This item will automatically be transmogrified when you leave the level.gifted pulsing mindstar of flames (Nightmares) (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +9% fire Changes resistances penetration: +8% fire Changes damage: +11% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Global speed: +6% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.protector's living mindstar of resolve (Misfortune) (16-17 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% all Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Spell save: +5 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.resonating living mindstar of gales (Nightmares) (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +21 (+7 eff.) Changes resistances: +7% mind Changes resistances penetration: +6% mind Changes damage: +12% lightning / +4% cold / +6% mind / +10% physical Talent granted: +1 Attune Mindstar Pinning immunity: +37% Psi when hit: +1.30 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +17% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wrathful living mindstar of balance (Corpses) (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.90 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +13% 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. |
This item will automatically be transmogrified when you leave the level.Islara the Lavatouch (Corpses) (30-36 power, 6 apr, darkness element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +7 Con Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +15% darkness Changes damage: +21% fire / +30% darkness / +12% arcane Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (Nightmares) (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+5 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Nightmares A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
This item will automatically be transmogrified when you leave the level.Staff of Bones (Corpses) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). Curse of Corpses A staff made out of the bones of fallen foes. Disgustingly powerful. |
Telos's Staff (Bottom Half) (Shrouds)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Shrouds The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (Nightmares) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+4 eff.) Spell crit. chance: +15% Curse of Nightmares The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone magestaff of the prodigy (Corpses) (30-36 power, 6 apr, cold element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Mag / +16 Wil / +10 Cun Changes damage: +30% cold Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +38.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +13% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.blighted elven-wood vilestaff of wizardry (Corpses) (25-30 power, 5 apr, blight element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +25% blight Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum mana: +45.00 Maximum vim: +25.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +13% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Mardosin' (Nightmares) (39-47 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +25% mind Changes damage: +39% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +6 (+3 eff.) Vim when firing critical spell: +4.00 Hate when firing a critical mind attack: +4.00 Maximum mana: +62.00 Maximum stamina: +10.00 Maximum vim: +34.00 Spellpower: +40 (+5 eff.) Spell crit. chance: +15% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen dragonbone starstaff of wizardry (Shrouds) (30-36 power, 6 apr, darkness element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Armour Hardiness: +6% Changes stats: +3 Mag / +3 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Maximum mana: +91.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone starstaff of channeling (Madness) (30-36 power, 6 apr, temporal element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+5 eff.) Changes damage: +30% temporal Talent granted: +1 Command Staff Mana each turn: +0.35 Spellpower: +34 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +14% Damage Shield Power: +17% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater elven-wood starstaff of might (Nightmares) (25-30 power, 5 apr, physical element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical / +25% temporal / +25% darkness / +25% light Talent granted: +1 Command Staff Spellpower: +19 (+2 eff.) Spell crit. chance: +17% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone starstaff of invocation (Misfortune) (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% Healing mod.: +29% Curse of Misfortune It can be used to conjure elemental energy in a radius 10 cone, dealing 27.46 to 32.96 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short dragonbone starstaff of illumination (Nightmares) (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +7.0% Physical power: +15 (+6 eff.) Defense: +10 (+4 eff.) Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower: +21 (+3 eff.) Spell crit. chance: +8% Light radius: +3 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.5 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 8 that illuminates the area and deals 63.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short elven-wood magestaff of protection (Corpses) (25-30 power, 5 apr, arcane element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +8.0% Physical power: +5 (+3 eff.) Changes resistances: +12% arcane Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +6% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging dragonbone magestaff of fate (Misfortune) (30-36 power, 6 apr, arcane element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +11 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+2 eff.) Spell crit. chance: +11% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Ivydalaith the voratun waraxe (Madness) (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +17 blight When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +11.0% Physical power: +11 (+5 eff.) Defense: +13 (+5 eff.) Changes stats: +3 Mag Changes damage: +12% arcane Disarm immunity: +43% Vim when firing critical spell: +2.00 Maximum mana: +100.00 Spell crit. chance: +3% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.caustic voratun waraxe of evisceration (Misfortune) (38-54 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +30 acid / +24 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +11 (+5 eff.) Changes resistances penetration: +16% acid / +12% nature Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick voratun waraxe (Nightmares) (41-57 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+8 eff.) Changes stats: +4 Dex Combat speed: +10% Curse of Nightmares One-handed war axes. |
Gloribeth the Obsidianwisp (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +1 Con Changes resistances: +2% physical Changes resistances penetration: +5% fire Changes damage: +3% darkness / +6% fire Maximum life: +30.00 Curse of Shrouds A belt that goes around your waist. |
Mayiba (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +3% lightning / +6% temporal / +9% blight / +17% fire / +5% arcane / +8% cold Physical save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Mindpower: +6 (+1 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
Radiancebloom the rough leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +4 Cun / +4 Wil Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +9% light Damage against: +16% Summoned Reduced damage from: +17% Summoned Light radius: +1 Curse of Shrouds A belt that goes around your waist. |
Zubussra (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +9 Changes resistances: +6% nature Critical mult.: +20.00% Cut immunity: +10% Stun/Freeze immunity: +20% Life regen: +4.00 Curse of Shrouds It can be used to create a temporary shield that absorbs 233 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather belt of the giants (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +3 (+2 eff.) Changes resistances: +8% fire / +9% cold Spell save: +9 (+3 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Cloth of Dreams (Misfortune) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 83 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Evermoss Robe (Nightmares) (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+6 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Nightmares This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Vorotira the silk robe (Misfortune) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% * 10 arcane resource burn Effects when hit in melee: * 5% chance to slow global speed by 68% * 9 arcane resource burn Changes stats: +8 Str / +6 Mag / +5 Wil Changes resistances: +9% lightning / +15% darkness / +6% light / +12% cold / +14% mind / +13% all Changes damage: +19% lightning / +10% physical / +20% cold Physical save: +14 (+6 eff.) Spell save: +16 (+5 eff.) Mental save: +23 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of blight (+17%) (Nightmares) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% blight / +15% all Changes damage: +17% blight Mental save: +23 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of Angolwen (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +15% all Spell save: +15 (+5 eff.) Silence immunity: +35% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +19 (+2 eff.) Spell crit. chance: +4% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of alchemy (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% acid / +18% physical / +17% fire / +15% cold / +15% all Changes damage: +10% acid / +15% physical / +18% light / +20% fire / +17% darkness / +13% cold Talent cooldown: Refit Golem (-5 turns) Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven silk robe of darkness (+9%) (Madness) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold / +30% darkness / +13% all Changes damage: +5% lightning / +5% physical / +20% darkness / +20% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.timebroken elven-silk robe of power (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Mag / +4 Wil Changes resistances: +15% all Changes damage: +17% temporal / +15% arcane / +12% all Maximum mana: +52.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +4% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyryvea (Madness) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +7 Fatigue: -5% Changes stats: +2 Str / +1 Con Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Curse of Madness A pair of boots made of leather. |
Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.Shoes of Moving Slowly (Shrouds) (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Shrouds It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
blood-soaked pair of iron boots of tirelessness (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+2 eff.) Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.eldritch pair of voratun boots of evasion (Shrouds) (14 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+5 eff.) Fatigue: +4% Changes stats: +4 Mag / +4 Wil Mana each turn: +0.28 Maximum mana: +29.00 Spell crit. chance: +3% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of phasing (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +3 Wil Curse of Nightmares It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots (Nightmares) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Con Physical save: +12 (+5 eff.) Mental save: +12 (+3 eff.) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Faludas the hardened leather gloves (Nightmares) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Changes stats: +2 Str / +2 Dex / +1 Mag / +2 Cun Physical save: +7 (+3 eff.) Mental save: +16 (+4 eff.) Disarm immunity: +27% Mental crit. chance: +4% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
Torchransom the hardened leather gloves (Nightmares) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+5 eff.) Armour: +2 Damage when hit (Melee): 6 fire Changes stats: +2 Cun / +4 Str Changes resistances penetration: +25% mind Hate when firing a critical mind attack: +5.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Dawnrigor' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +18 (+7 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 9 nature / 9 cold Changes stats: +3 Str Changes resistances: +7% cold / +7% nature / +6% mind Changes resistances penetration: +25% light Changes damage: +6% cold / +10% nature / +3% mind Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (Corpses) (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (Corpses) (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 Corpses It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 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 10. 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. |
Quasit's Skull (Corpses) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Curse of Corpses Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level.bladed drakeskin leather cap (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 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 196.6 Physical damage. If the attack hits, the target is confused (33% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.champion's drakeskin leather cap of might (Shrouds) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Wil / +4 Con Mental save: +14 (+3 eff.) Light radius: +1 Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dragonslayer's drakeskin leather cap of trickery (Shrouds) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +5 Dex Changes resistances: +10% acid / +10% fire / +10% lightning / +11% cold Curse of Shrouds A cap made of leather. |
hardened leather cap of might (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Harythad (Misfortune) (4 def, 15 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Str Changes resistances: +3% acid / +21% physical / +14% darkness / +15% light Physical save: +25 (+9 eff.) Spell save: +6 (+2 eff.) Light radius: +2 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Isluba (Madness) (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 temporal Changes resistances: +12% acid / +6% physical / +12% cold / +6% lightning / +23% fire Changes resistances penetration: +5% temporal Allows you to breathe in: water Mental save: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour of implacability (Nightmares) (5 def, 18 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +7 Cun / +6 Wil Physical save: +13 (+5 eff.) Mental save: +17 (+4 eff.) Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour (Misfortune) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +5 Str / +3 Con Maximum life: +48.00 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour of temporal resistance (Madness) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Changes resistances: +21% temporal Maximum life: +72.00 Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant voratun mail armour (Misfortune) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +20% blight / +25% darkness Light radius: +1 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of command (Nightmares) (28 def, 12 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +28 (+10 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +16 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of cold resistance (Nightmares) (23 def, 14 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +23 (+8 eff.) Fatigue: +8% Changes stats: +8 Cun / +6 Dex Changes resistances: +22% cold Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour (Corpses) (20 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Mental save: +19 (+5 eff.) Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of alacrity (Corpses) (20 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Mental save: +23 (+6 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour of Eyal (Misfortune) (20 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +6 Dex Life regen: +4.00 Maximum life: +28.00 Movement speed: +20% Healing mod.: +14% Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing drakeskin leather armour of Toknor (Nightmares) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+4 eff.) Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 19 acid / 13 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +24% acid / +26% fire Critical mult.: +11.00% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Blackfire Aegis (Madness) (8 def, 18 armour, 235 block) Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) Curse of Madness This rugged stone shield flickers with bursts of pitch black flame. |
This item will automatically be transmogrified when you leave the level.crackling voratun shield of crushing (Madness) (0 def, 10 armour, 197 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+5 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 16 lightning Changes stats: +2 Dex Changes resistances: +15% lightning Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wrathful voratun shield of cold resistance (+10%) (Misfortune) (0 def, 10 armour, 204.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +10% fire / +10% light / +22% cold Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of elven-wood arrows of disruption (17/17, 40-57 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 40.5 - 56.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 20% chance to knock the target back 3 spaces and deal 266 physical damage Damage (Ranged): +8 physical Damage against: +26% Unnatural Arrows are used with bows to pierce your foes to death. |
379 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
This item will automatically be transmogrified when you leave the level.brutal voratun pickaxe (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +9 (+4 eff.) Changes stats: +3 Str Critical mult.: +14.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Shadowravage' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% darkness Changes damage: +3% arcane Maximum mana: +80.00 Spellpower: +5 (+1 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 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. |
4 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
GunodenegInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +20 (+10 eff.) Defense: +30 (+10 eff.) Damage when hit (Melee): 6 arcane Changes stats: +2 Dex / +11 Wil / +4 Cun Changes damage: +6% blight / +9% physical / +14% mind Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Winterpiety the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes resistances penetration: +8% all Changes damage: +9% cold Psi when hit: +0.40 Mental crit. chance: +8% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
72 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 316.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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) Activation costs 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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
This item will automatically be transmogrified when you leave the level.powerful voratun torque of mindblast [power 415] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 519 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.soothing voratun torque of clear mind [power 4] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 38. Torques are made by powerful psionics to store psionic powers. |
Sootblow [power 236] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes resistances: +3% blight Changes resistances penetration: +10% darkness Changes damage: +12% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
2 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. |
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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Xerossra the Cornac Doomed level 29
63rd Regrowth 123rd year of Ascendancy at 08:36 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Xerossra the Cornac Doomed level 19
6th Decay 122nd year of Ascendancy at 11:43 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Xerossra the Cornac Doomed level 29
61st Regrowth 123rd year of Ascendancy at 12:31 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Xerossra the Cornac Doomed level 22
34th Regrowth 123rd year of Ascendancy at 16:31 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Xerossra the Cornac Doomed level 39
34th Pyre 123rd year of Ascendancy at 06:35 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Xerossra the Cornac Doomed level 35
28th Pyre 123rd year of Ascendancy at 03:26 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Xerossra the Cornac Doomed level 43
2nd Summertide 123rd year of Ascendancy at 23:19 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Xerossra the Cornac Doomed level 34
14th Pyre 123rd year of Ascendancy at 12:54 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Xerossra the Cornac Doomed level 13
10th Flare 122nd year of Ascendancy at 03:39 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Xerossra the Cornac Doomed level 32
76th Regrowth 123rd year of Ascendancy at 09:26 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Xerossra the Cornac Doomed level 44
5th Flare 123rd year of Ascendancy at 03:28 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Xerossra the Cornac Doomed level 20
23rd Regrowth 123rd year of Ascendancy at 11:08 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Xerossra the Cornac Doomed level 24
45th Regrowth 123rd year of Ascendancy at 18:27 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Xerossra the Cornac Doomed level 30
66th Regrowth 123rd year of Ascendancy at 22:06 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Xerossra the Cornac Doomed level 19
6th Decay 122nd year of Ascendancy at 11:13 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Xerossra the Cornac Doomed level 37
28th Pyre 123rd year of Ascendancy at 07:29 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Xerossra the Cornac Doomed level 33
7th Pyre 123rd year of Ascendancy at 14:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Xerossra the Cornac Doomed level 10
4th Mirth 122nd year of Ascendancy at 10:29 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Xerossra the Cornac Doomed level 20
19th Regrowth 123rd year of Ascendancy at 00:00 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Xerossra the Cornac Doomed level 30
65th Regrowth 123rd year of Ascendancy at 03:21 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Xerossra the Cornac Doomed level 40
62nd Pyre 123rd year of Ascendancy at 08:44 see stats
Myths of an age past (Nightmare (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Xerossra the Cornac Doomed level 19
6th Decay 122nd year of Ascendancy at 11:43 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Xerossra the Cornac Doomed level 19
9th Regrowth 123rd year of Ascendancy at 13:07 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Xerossra the Cornac Doomed level 45
14th Dusk 123rd year of Ascendancy at 08:46 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Xerossra the Cornac Doomed level 31
72nd Regrowth 123rd year of Ascendancy at 00:33 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Xerossra the Cornac Doomed level 44
4th Flare 123rd year of Ascendancy at 22:02 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Xerossra the Cornac Doomed level 25
55th Regrowth 123rd year of Ascendancy at 12:41 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Xerossra the Cornac Doomed level 33
11st Pyre 123rd year of Ascendancy at 11:12 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Xerossra the Cornac Doomed level 19
6th Decay 122nd year of Ascendancy at 11:43 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Xerossra the Cornac Doomed level 46
28th Dusk 123rd year of Ascendancy at 15:39 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Xerossra the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 08:45 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Xerossra the Cornac Doomed level 19
6th Decay 122nd year of Ascendancy at 11:43 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Xerossra the Cornac Doomed level 15
37th Dusk 122nd year of Ascendancy at 12:14 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Xerossra the Cornac Doomed level 11
1st Summertide 122nd year of Ascendancy at 15:00 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Xerossra the Cornac Doomed level 39
53rd Pyre 123rd year of Ascendancy at 15:47 see stats
They Came From Outer Space! (Nightmare (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Xerossra the Cornac Doomed level 22
25th Regrowth 123rd year of Ascendancy at 13:37 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Xerossra the Cornac Doomed level 15
36th Dusk 122nd year of Ascendancy at 23:51 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Xerossra the Cornac Doomed level 31
71st Regrowth 123rd year of Ascendancy at 07:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Xerossra the Cornac Doomed level 20
23rd Regrowth 123rd year of Ascendancy at 16:17 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Xerossra the Cornac Doomed level 22
25th Regrowth 123rd year of Ascendancy at 10:38 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Xerossra the Cornac Doomed level 28
60th Regrowth 123rd year of Ascendancy at 18:49 see stats
Log
Something hits Xerossra for 285 cold damage.
Xerossra slows down.
Xerossra misses Something.
Xerossra harrows armoured skeleton warrior!
Xerossra damages herself through Martyrdom!
Something steals life from Xerossra!
Xerossra hits Something for (2 absorbed), 0 mind, (3 absorbed), 0 darkness, (3 absorbed), 0 mind, (2 absorbed), 0 physical (0 total damage).
Xerossra hits Something for 52 mind, 6 mind, 4 physical, 3 mind, 3 cold, 2 mind, 2 darkness, 3 mind, 2 physical (75 total damage).
Something receives 13 healing from Xerossra.
Something hits Xerossra for 5 mind, 1 mind, 0 physical, 0 mind, 0 cold, 0 mind, 0 darkness, 0 mind, 0 physical (6 total damage).
Something hits Xerossra for 5 mind, 1 mind, 0 darkness (6 total damage).
Something hits Xerossra for 68 acid damage.
Something hits Xerossra for 32 cold damage.
Xerossra's mind surges with critical power!
Xerossra's mind surges with critical power!
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Talent Relentless Pursuit is ready to use.
Something steals life from Xerossra!
Xerossra damages herself through Martyrdom!
Xerossra hits Something for 132 mind, 94 physical, 22 mind, 16 physical (264 total damage).
Xerossra hits Something for (58 absorbed), 0 mind, (41 absorbed), 0 physical, (8 absorbed), 0 mind, (6 absorbed), 0 physical (0 total damage).
Something receives 3 healing from Xerossra.
Xerossra hits Something for 146 mind damage.
Bleeding from Tortured Mass Cyranne hits Xerossra for 43 cold damage.
Something hits Xerossra for 6 mind, 4 physical, 1 mind, 1 physical (11 total damage).
Bane of Confusion from Cyretha the Tortured Mass hits Xerossra for 13 darkness damage.
Something hits Xerossra for 7 mind damage.
Something hits Xerossra for 100 cold damage.
Xerossra the level 46 cornac doomed was cooled to death by Tortured Mass Cyranne on level 1 of Hidden Vault - Rak'shor Pride (1).
The unseen force around Xerossra subsides.


































































































































































































