












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 2923% |
| Size | medium |
| Lifes / Deaths | Killed by Kos's Inner Demon at level 50 on the 27th Haze 124th year of Ascendancy at 20:06 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 59 (base 41) |
| Dexterity | 28 (base 10) |
| Constitution | 79 (base 60) |
| Magic | 30 (base 14) |
| Willpower | 94 (base 63) |
| Cunning | 103 (base 65) |
Resources
| Life | 1576/1576 |
| Hate | 59/120 |
| Equilibrium | 49 |
| Steam | 100/100 |
| Healing Factor | 1.9667882675705 |
| Regeneration | 67.36249816429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 7 |
| See Stealth | 8 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 80 |
| Crit Chance | 84% |
| APR | 135 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 157 |
| Accuracy | 80 |
| Crit Chance | 84% |
| APR | 135 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 106 |
| Crit Chance | 84% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +48% |
| Darkness | +51% |
| Nature | +52% |
| Mind | +97% |
| Blight | +44% |
| Arcane | +44% |
| Cold | +84% |
| All | +38% |
Offense: Damage Penetration
| Cold | +19% |
| Mind | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 149.72307323196 (96.438666929426%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 26 |
| Physical Save | 57 |
| Spell Save | 44 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Physical | + 47%( 74%) |
| Lightning | + 64%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 55%( 75%) |
| Fire | + 63%( 70%) |
| Nature | + 68%( 70%) |
Defense: Immunities
| Pinning Resistance | 45% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 20% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 727 life over 5 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 285 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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 868% 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 Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 51%. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Stalk |
| talent | Psiblades |
| talent | Gloom |
| talent | Antimagic Shield |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 60% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey19% Received damage reduction against: - Human - Shalore |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +5% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 142 mind and 108 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 228 Mind damage, and deal 175 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+34% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by Silorerin the rattlesnake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Xerilaith the elder vampire. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by shadow. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Layalrawe the cutpurse. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by Layudhesenn the black mamba. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 42. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Clear | active |
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 (Madness) (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 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +15 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Pinning immunity: +25% Stun/Freeze immunity: +40% Knockback immunity: +25% Teleport immunity: +100% Maximum life: +80.00 Activating this item is instant. Curse of Madness 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 | watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +20% Confusion immunity: +10% Light radius: +7 See stealth: +8 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Malslek the Accursed's Hat (Corpses) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Light radius: +7 Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Corpses This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On hands | Carrionrock the drakeskin leather gloves (Madness) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 25% chance to reduce all saves and defense by 51 * 20% chance to slow global speed by 82% Damage (Melee): 40 darkness / 40 mind Changes stats: +6 Cun Changes resistances: +9% lightning / +3% fire Changes damage: +3% mind Talent granted: +5 Iron Grip Critical mult.: +13.00% Physical save: +20 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +188% Spell crit. chance: +20% Mindpower: +30 (+5 eff.) Mental crit. chance: +18% When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +19 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Blindwinnow' (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +9 Defense: +21 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +2 Str Changes resistances: +12% blight / +8% physical / +6% mind / +6% cold Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Flarequick (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +3 Mag Changes resistances: +40% cold / +20% mind / +15% fire Changes damage: +6% blight / +20% cold / +20% mind / +6% arcane Life regen: +20.00 Mana each turn: +0.20 Mana when firing critical spell: +2.32 Maximum life: +91.00 Healing mod.: +16% Curse of Shrouds Rings make your fingers look great! |
| On fingers | Rootweeper (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +7 Cun Changes resistances: +28% nature Changes damage: +14% nature / +30% mind Reduces incoming crit damage: 15.00% Curse of Nightmares Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +29% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+2 eff.) Spell crit. chance: +10% Mental crit. chance: +10% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
| In main hand | inquisitor's living mindstar of frost (Misfortune) (16-17 power, 113 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +113 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * Deals 156 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) When wielded/worn: Armour: +15 Damage (Melee): 10 cold Changes resistances: +17% cold Changes resistances penetration: +10% cold Changes damage: +9% cold Talent granted: +1 Attune Mindstar Mindpower: +18 (+4 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. |
| Around waist | Girdle of Preservation (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% Curse of Madness A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | resonating living mindstar of frost (Nightmares) (16-18 power, 113 apr, mind 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: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +113 Crit. chance: +25.0% Attack speed: 100% When wielded/worn: Armour: +16 Damage (Melee): 15 cold Changes resistances: +7% mind / +12% cold Changes resistances penetration: +4% mind / +9% cold Changes damage: +6% mind / +17% cold Talent granted: +1 Attune Mindstar Psi when hit: +1.30 Mindpower: +18 (+4 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +18% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Betidhewe the Fogbrace (Misfortune) (34 def, 13 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +13 Defense: +34 (+11 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +20% blight / +27% cold / +16% nature / +30% lightning Changes damage: +3% darkness Mental save: +3 (+1 eff.) Pinning immunity: +20% Stun/Freeze immunity: +50% Life regen: +14.00 Mental crit. chance: +7% Healing mod.: +19% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (Nightmares) (15 def, 60 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +60 Defense: +15 (+5 eff.) Fatigue: +18% Effects when hit in melee: * 20% chance to cause random gloom Damage when hit (Melee): 50 physical Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 23 Defense and your attacks will gain 30% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant (efficiency 118% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 53%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.6 steam per turn. Can be activated for an instant burst of 82 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 101; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 240; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 253; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 199; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 166; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 191; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 785%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% 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. 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. |
movement infusion of the titan (speed 714%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 714% 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. 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. |
movement infusion of the wizard (speed 503%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 547; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 547 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 534; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; physical; dur 4; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
blink rune of the psychic (range 6; phase 23; cd 16)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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 80; cd 12)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: 12 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 80 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. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Arinarildil the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +3 Str / +2 Dex / +8 Cun Changes resistances: +20% nature / +15% mind Physical save: +24 (+7 eff.) Spell save: +19 (+7 eff.) Mental save: +25 (+6 eff.) Maximum stamina: +31.32 Amulets make your neck look great! |
Blackstrider the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +6 Str Changes resistances: +6% blight / +15% cold / +15% nature Changes resistances penetration: +25% light Changes damage: +12% darkness / +9% light Amulets make your neck look great! |
Feathersteel AmuletCrafted 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. |
Filthquill the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str Changes resistances: +15% acid / +3% fire / +5% arcane / +12% light Changes resistances penetration: +26% nature Changes damage: +18% arcane Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Blindness immunity: +21% Stun/Freeze immunity: +21% Amulets make your neck look great! |
FlashfistInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +5% arcane / +6% light Changes resistances penetration: +25% light / +10% fire Changes damage: +12% arcane / +21% fire Physical save: +14 (+4 eff.) Life regen: +7.00 Maximum life: +60.00 Amulets make your neck look great! |
Garkul's TeethCrafted 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 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 443.42 physical damage in a radius 7 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. |
Gluthra the BleakprideInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +15 Dex / +7 Mag / +3 Wil / +9 Cun Mental save: +18 (+5 eff.) Amulets make your neck look great! |
Hetteroldil the QuenchireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +13% temporal Changes resistances penetration: +15% cold Mental save: +6 (+2 eff.) Pinning immunity: +23% Knockback immunity: +22% Maximum life: +100.00 Amulets make your neck look great! |
LayyyamaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +25% arcane Physical save: +14 (+4 eff.) Blindness immunity: +10% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +38.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Magmabone the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 6 fire / 6 temporal Changes stats: +7 Wil Changes resistances penetration: +15% mind Critical mult.: +20.40% Life regen: +5.00 Psi when hit: +0.08 Maximum hate: +6.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Amulets make your neck look great! |
Manitomnir the GorepanicInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +9 Cun Changes resistances: +21% nature Changes resistances penetration: +25% mind Changes damage: +6% mind / +6% physical Critical mult.: +20.00% Maximum psi: +30.00 Mindpower: +20 (+4 eff.) Amulets make your neck look great! |
RagasarinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +6 Armour: +14 Effects on melee hit: * 20% chance to reduce armor by 27% Changes resistances: +30% temporal Changes resistances penetration: +25% physical Pinning immunity: +34% Knockback immunity: +50% Stamina each turn: +3.03 Only die when reaching: -80.80 life Amulets make your neck look great! |
SnownoonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +9% light Changes damage: +18% mind / +21% cold Mental save: +13 (+3 eff.) Confusion immunity: +20% Hate when firing a critical mind attack: +4.00 Mindpower: +43 (+8 eff.) Amulets make your neck look great! |
Splendourwar the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +6 Con Changes resistances penetration: +26% light Changes damage: +31% light / +31% mind Physical save: +17 (+5 eff.) Life regen: +9.00 Maximum life: +57.00 Light radius: +3 Amulets make your neck look great! |
The Far-HandPowered 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: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (132). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Toxinquake the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +9 Dex / +2 Mag / +5 Wil / +1 Con Changes damage: +6% nature Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Blindness immunity: +40% Confusion immunity: +25% Mindpower: +14 (+3 eff.) Infravision radius: +11 Sight radius: +2 See invisible: +18 Amulets make your neck look great! |
Velorerin the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Str / +2 Dex / +3 Mag Changes resistances: +3% blight / +9% cold Blindness immunity: +20% See invisible: +6 Amulets make your neck look great! |
clarifying stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +19% mind Confusion immunity: +38% Amulets make your neck look great! |
clarifying voratun amulet of mastery (0.26 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% mind Talent mastery: +0.26 Wild-gift / Harmony Confusion immunity: +35% Amulets make your neck look great! |
cleansing voratun amulet of constitution (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +29% nature / +15% blight Poison immunity: +46% Disease immunity: +36% Amulets make your neck look great! |
copper amulet 'Eclipseshine'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +3 Con Changes resistances penetration: +5% fire Talent mastery: +0.12 Cursed / Rampage See invisible: +6 Amulets make your neck look great! |
copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +13% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
gold amulet 'Unlightserpent'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +44 (+13 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +14 Lck / +5 Str Changes resistances penetration: +15% physical Changes damage: +6% darkness Spell save: +18 (+6 eff.) Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
mindweaver's steel amulet of strength (+3)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +6 (+1 eff.) Amulets make your neck look great! |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
savior's voratun amulet of mastery (0.37 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.37 Cursed / Cursed form Physical save: +23 (+7 eff.) Spell save: +21 (+7 eff.) Mental save: +25 (+6 eff.) Amulets make your neck look great! |
starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
steel amulet of perfection (0.16 Wild-gift / Mindstar mastery,0.16 Cursed / Fears)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.16 Wild-gift / Mindstar mastery +0.16 Cursed / Fears Amulets make your neck look great! |
steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
vitalizing voratun amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +20 (+6 eff.) Life regen: +7.00 Maximum life: +80.00 Amulets make your neck look great! |
voratun amulet 'Adunn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Cun / +7 Mag Changes resistances: +15% lightning / +5% arcane / +9% light Changes damage: +10% physical Critical mult.: +20.00% Poison immunity: +20% Silence immunity: +20% Combat speed: +10% Amulets make your neck look great! |
voratun amulet 'Cleansebraid'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +19 Str / +10 Dex / +10 Wil Changes resistances: +12% temporal / +3% nature / +30% fire / +5% arcane / +30% cold Changes resistances cap: +6% all Changes damage: +6% mind / +9% nature Physical save: +25 (+7 eff.) Spell save: +9 (+3 eff.) Amulets make your neck look great! |
warmaker's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +7 Dex / +5 Wil Amulets make your neck look great! |
warrior's voratun amulet of willpower (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +14% physical Stamina each turn: +0.40 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. |
Airvenom the stralite ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Changes stats: +4 Con Changes resistances: +2% physical Changes resistances penetration: +10% lightning Changes damage: +21% light Critical mult.: +15.00% Stun/Freeze immunity: +44% Life regen: +5.00 Stamina each turn: +3.00 Curse of Nightmares Rings make your fingers look great! |
Brandrigor the voratun ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +4 Dex Changes resistances: +38% nature Changes damage: +19% nature / +15% fire Critical mult.: +20.20% Stamina each turn: +3.03 Mental crit. chance: +4% Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
Dourknight (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +6 Mag / +6 Wil Changes resistances: +12% blight / +5% arcane Physical save: +11 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +23% Spellpower: +7 (+1 eff.) Infravision radius: +4 See stealth: +9 See invisible: +5 Curse of Nightmares Rings make your fingers look great! |
Eilinyretta (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Dex Critical mult.: +5.00% Curse of Corpses Rings make your fingers look great! |
Gleamkill (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Cun Changes damage: +9% light Critical mult.: +15.00% Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +23.00 Mindpower: +10 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
Glory of the Pride (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mayerath (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+7 eff.) Physical power: +10 (+2 eff.) Defense: +23 (+7 eff.) Damage when hit (Melee): 6 physical Changes stats: +8 Dex / +6 Mag / +11 Cun / +2 Con Stamina each turn: +2.00 Maximum stamina: +20.00 Spellpower: +11 (+1 eff.) Movement speed: +17% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
Nightsong (Misfortune)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 Misfortune It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% 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. |
Rimestreak the voratun ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +27% cold / +20% mind / +15% light Changes damage: +6% darkness / +12% cold / +20% mind / +9% light Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Rings make your fingers look great! |
Skyrebel (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +20% blight / +36% fire Changes resistances penetration: +25% lightning Changes damage: +12% lightning / +18% fire Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Rings make your fingers look great! |
Sleetnight the voratun ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn Damage when hit (Melee): 6 light / 4 cold Changes resistances: +18% lightning / +6% cold / +21% darkness / +18% blight Changes damage: +18% cold Life regen: +17.00 Maximum life: +100.00 Healing mod.: +20% Curse of Nightmares Rings make your fingers look great! |
Tagen (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +3 Str / +3 Mag / +4 Con Maximum encumbrance: +28 Maximum psi: +50.50 Mindpower: +30 (+5 eff.) Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Rings make your fingers look great! |
Unrivor the stralite ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +30% cold Changes damage: +9% mind / +15% cold Knockback immunity: +20% Maximum hate: +8.00 Mindpower: +30 (+5 eff.) Mental crit. chance: +5% Curse of Corpses Rings make your fingers look great! |
Urthuhell the Earthblow (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +10 (+2 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 2 nature Changes stats: +7 Str / +2 Mag / +2 Wil / +14 Con Changes resistances: +30% fire Changes damage: +15% fire See invisible: +9 Movement speed: +18% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
Vargh Redemption (Nightmares)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 Nightmares It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 35.78 cold and 28.78 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. |
Wretchclamor (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Defense: +20 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +2 Str / +4 Con Changes resistances: +30% fire Changes damage: +12% nature / +15% fire Physical save: +12 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
Yvana (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +15% blight / +5% arcane / +6% mind Changes resistances penetration: +5% blight Changes damage: +9% blight Curse of Shrouds Rings make your fingers look great! |
Zerogayon the voratun ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +25 (+8 eff.) Damage (Melee): 32 light Damage (Ranged): 40 light Changes stats: +17 Mag / +8 Wil / +1 Con Changes resistances: +18% blight Changes damage: +18% blight / +15% temporal / +18% light / +6% physical Critical mult.: +10.00% Spellpower: +12 (+1 eff.) Curse of Madness Rings make your fingers look great! |
Zubota the voratun ring (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +14 (+3 eff.) Changes stats: +10 Str / +11 Dex / +10 Cun / +9 Con Changes resistances: +6% lightning / +9% nature / +9% darkness / +5% arcane Changes damage: +9% acid Mental save: +12 (+3 eff.) Confusion immunity: +50% Stun/Freeze immunity: +50% Life regen: +9.00 Curse of Nightmares Rings make your fingers look great! |
copper ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 94% 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! |
gold ring 'Lisona' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +1 Mag Changes resistances: +15% acid / +30% cold Changes damage: +15% cold Reduces incoming crit damage: 5.00% Light radius: +3 Infravision radius: +1 Curse of Misfortune Rings make your fingers look great! |
marksman's voratun ring of misery (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 51 Damage (Melee): 22 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 51 Damage (Ranged): 23 physical Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
psionicist's copper ring of the mountain (+10%) (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% physical Changes damage: +10% physical Mental save: +4 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
psionicist's gold ring of perseverance (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +24% Life regen: +3.00 Curse of Nightmares Rings make your fingers look great! |
rogue's steel ring of frost (+22%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Curse of Shrouds Rings make your fingers look great! |
savior's steel ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Curse of Corpses Rings make your fingers look great! |
sneakthief's stralite ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +7 Cun / +8 Dex Life regen: +12.00 Maximum life: +88.00 Healing mod.: +15% Curse of Madness Rings make your fingers look great! |
stralite ring 'Guleba' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Cun / +9 Dex Changes resistances: +12% mind / +5% arcane Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +104.40 Light radius: +3 Healing mod.: +15% Curse of Misfortune Rings make your fingers look great! |
titan's gold ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
treant's copper ring of fire (+5%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% blight / +22% fire / +6% nature Changes damage: +11% fire Poison immunity: +12% Disease immunity: +11% Curse of Nightmares Rings make your fingers look great! |
voratun ring 'Samerin' (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +21% blight / +9% darkness / +12% acid Changes damage: +18% acid Mental save: +15 (+4 eff.) Cut immunity: +21% Disarm immunity: +21% Confusion immunity: +50% Maximum life: +105.36 Curse of Misfortune Rings make your fingers look great! |
voratun ring of life (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +6.00 Maximum life: +60.00 Healing mod.: +15% Curse of Shrouds Rings make your fingers look great! |
warrior's steel ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Curse of Nightmares Rings make your fingers look great! |
warrior's voratun ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +16.00 Maximum life: +75.00 Healing mod.: +16% Curse of Corpses Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger of crippling (Corpses) (36-46 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +12.0% Defense: +15 (+5 eff.) Disarm immunity: +50% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun dagger of massacre (Corpses) (50-65 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 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% Damage (radius 1) on hit: +20 fire Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced stralite greatsword of erosion (Shrouds) (47-76 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 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% Damage (Melee): +24 nature When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +19 (+6 eff.) Disarm immunity: +60% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron greatsword of rage (Madness) (17-27 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 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: Accuracy: +13 (+3 eff.) Changes stats: +5 Str Changes damage: +9% physical Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel greatsword of evisceration (Misfortune) (25-40 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+3 eff.) Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of evisceration (Madness) (61-98 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: 61.5 - 98.4 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 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady dragonbone longbow of recursion (Madness) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +11.0% Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Dawn's Blade (Misfortune) (50-70 power, 7 apr) Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Light Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Light radius: +2 Curse of Misfortune It can be used to invoke dawn, inflicting 186.30 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of evisceration (Madness) (44-61 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Defense: +15 (+5 eff.) Disarm immunity: +42% Curse of Madness Sharp, long, and deadly. |
Darkbane the living mindstar (Misfortune) (16-18 power, 40 apr, nature 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: 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% On weapon hit: * 20% chance to reduce damage dealt by 41% Damage (Melee): +16 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage (Melee): 13 fire / 7 mind / 11 darkness Damage when hit (Melee): 4 darkness Changes resistances: +6% mind / +16% fire Changes resistances penetration: +6% mind / +11% fire Changes damage: +17% fire / +18% mind / +6% darkness Talent granted: +1 Attune Mindstar Psi when hit: +2.30 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +8% Damage Resonance (when hit): +16% 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. |
Dawnpython the living mindstar (Misfortune) (18-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 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 2) on crit: +4 light When wielded/worn: Defense: +23 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 10 lightning / 10 physical / 10 cold / 10 acid / 10 fire Changes resistances: +10% lightning / +10% physical / +10% fire / +9% nature / +8% blight / +10% cold / +5% arcane / +16% acid Changes damage: +14% lightning / +15% cold / +8% nature / +13% physical Talent granted: +1 Attune Mindstar Disease immunity: +23% Pinning immunity: +33% Life regen: +2.00 Equilibrium when hit: +0.12 Maximum life: +43.00 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. |
Eyal's Will (Shrouds) (22-24 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% 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: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Curse of Shrouds It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 137.09 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
This item will automatically be transmogrified when you leave the level.Flarestreak the living mindstar (Shrouds) (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 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% On weapon hit: * 27% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +27 blight / +20 light Damage (radius 1) on hit: +27 light Damage (radius 2) on crit: +27 fire When wielded/worn: Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% fire Changes resistances penetration: +10% acid / +10% physical / +34% blight / +10% fire / +20% temporal / +8% cold Changes damage: +14% acid / +15% physical / +21% blight / +15% fire / +18% temporal / +15% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +44 Max wilder summons: +3 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Urthozilandil the living mindstar (Shrouds) (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] 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: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 82% * 40% chance to reduce armor by 27% Damage (radius 2) on crit: +12 acid When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 27% Damage (Melee): 14 fire Changes stats: +9 Str / +3 Mag / +2 Wil Changes resistances: +9% blight / +15% fire Changes resistances penetration: +20% fire Changes damage: +9% acid / +19% fire / +10% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +9% Curse of Shrouds It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Xinne the Growthpeal (Madness) (16-17 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 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: Defense: +40 (+12 eff.) Effects on melee hit: * 27% chance to slow global speed by 82% Changes resistances: +15% blight / +21% darkness / +6% arcane Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 20.40% Mental save: +25 (+6 eff.) Disarm immunity: +20% Teleport immunity: +27% Maximum psi: +37.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.honing living mindstar of storms (Madness) (15-16 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: 15.0 - 16.5 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): 19 lightning Changes stats: +6 Str / +6 Dex / +7 Mag / +11 Wil / +10 Cun / +7 Con Changes resistances: +14% lightning / +8% physical Changes resistances penetration: +13% lightning / +10% physical Changes damage: +20% lightning / +10% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
horrifying living mindstar of disruption (Madness) (17-19 power, 40 apr, nature 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: 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% 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: +27% Unnatural When wielded/worn: Damage (Melee): 8 mind / 14 darkness Changes damage: +8% mind / +8% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.greater dragonbone starstaff (Shrouds) (30-36 power, 6 apr, physical 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% physical / +30% temporal / +30% light / +30% darkness Talent granted: +1 Command Staff Spellpower: +28 (+3 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.Ululathagund (Shrouds) (40-60 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +94 Damage (Melee): +27 blight / +30 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +7 Dex Changes resistances: +24% acid Changes damage: +21% mind Talent granted: +3 Block Physical save: +9 (+3 eff.) Silence immunity: +27% Stun/Freeze immunity: +27% Only die when reaching: -80.00 life Maximum life: +136.01 Maximum stamina: +40.00 Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun waraxe (Misfortune) (39-55 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 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% Damage (radius 2) on crit: +90 fire When wielded/worn: Changes resistances penetration: +22% fire Global speed: +11% Curse of Misfortune One-handed war axes. |
drakeskin leather belt 'Xeritira' (Madness)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +23 (+5 eff.) Armour: +14 Defense: +15 (+5 eff.) Changes stats: +3 Str / +6 Dex / +8 Cun / +10 Lck Changes resistances: +12% lightning / +5% arcane / +6% nature Changes resistances penetration: +25% mind Changes damage: +6% mind Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +10 (+3 eff.) Spell save: +27 (+9 eff.) Infravision radius: +6 Size category: +2 Curse of Madness A belt that goes around your waist. |
Salaba (Nightmares) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% acid / +9% fire / +24% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum mana: +100.00 Spellpower: +25 (+3 eff.) 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. |
Ureslak's Molted Scales (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature Curse of Nightmares It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
cashmere cloak 'Xerekira' (Nightmares) (7 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Damage when hit (Melee): 6 mind / 4 arcane Changes resistances: +12% light / +14% fire / +3% mind / +19% cold Changes resistances penetration: +20% mind Changes damage: +6% arcane Stealth bonus: +8 Maximum life: +39.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk cloak 'Sewerraze' (Misfortune) (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to reduce all saves and defense by 51 Changes stats: +4 Dex / +5 Mag / +4 Cun Changes resistances penetration: +25% arcane / +34% nature Changes damage: +30% arcane / +9% light Critical mult.: +10.00% Mana when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk robe 'Blazepain' (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce armor by 27% Damage when hit (Melee): 8 acid / 12 light Changes resistances: +15% acid / +21% light / +21% darkness / +12% lightning / +39% nature / +15% all Changes resistances penetration: +20% light Changes damage: +21% lightning / +12% acid / +26% nature / +18% light 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.focusing cashmere robe of life (Misfortune) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +13% blight / +11% all Life regen: +4.20 Mana each turn: +0.28 Psi each turn: +0.24 Maximum life: +69.00 Healing mod.: +21% 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.focusing elven-silk robe of nature (+45%) (Misfortune) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +45% nature / +15% all Changes damage: +30% nature Mana each turn: +0.40 Psi each turn: +0.40 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.focusing elven-silk robe of the mind (+24%) (Madness) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +24% mind / +15% all Changes damage: +24% mind Mana each turn: +0.20 Psi each turn: +0.38 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.sunsealed elven-silk robe of protection (Madness) (13 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +13 Defense: +13 (+4 eff.) Changes stats: +10 Mag Changes resistances: +14% darkness / +15% light / +15% all Changes damage: +30% light Physical save: +22 (+6 eff.) Maximum life: +65.00 Light radius: +4 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (Corpses) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 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 Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Quickly (Shrouds) (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Curse of Shrouds Accurately? Less so. |
Uleregorak the pair of voratun boots (Nightmares) (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 10 arcane Changes stats: +11 Wil Changes resistances: +9% mind Changes resistances penetration: +25% arcane Mental save: +18 (+5 eff.) Mindpower: +15 (+3 eff.) Infravision radius: +3 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. |
Unbreakable Greaves (Madness) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Madness These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (Misfortune) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Misfortune It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Wildfurnace (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 82% Changes resistances: +5% arcane Changes resistances penetration: +25% nature Only die when reaching: -80.00 life Curse of Corpses A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of drakeskin leather boots of tirelessness (Shrouds) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Stamina each turn: +1.20 Maximum stamina: +35.00 Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots of strife (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Con / +6 Wil Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +10% physical Mindpower: +9 (+2 eff.) Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 175% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. 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.invigorating pair of voratun boots of tirelessness (Shrouds) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Stamina each turn: +2.10 Maximum life: +53.00 Maximum stamina: +39.00 Movement speed: +10% Curse of Shrouds 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.pair of drakeskin leather boots 'Vorabrewyn' (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% arcane Changes damage: +24% arcane / +24% mind Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Mental save: +24 (+6 eff.) Equilibrium when hit: +0.24 Maximum hate: +13.60 Maximum psi: +68.01 Mindpower: +30 (+5 eff.) Curse of Misfortune A pair of boots made of leather. |
Fulithad (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 13% chance to reduce all saves and defense by 51 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 22 mind / 28 darkness Damage when hit (Melee): 8 temporal Changes resistances: +6% blight / +5% physical Physical save: +9 (+3 eff.) Mental save: -9 (-2 eff.) Pinning immunity: +20% Life regen: +2.00 Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (Madness) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% Curse of Madness No self respecting craftsman would be caught without them! |
Eastern Wood Hat (Nightmares) (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% Curse of Nightmares This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Loraharalin the voratun helm (Corpses) (10 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +13 Str / +10 Wil Changes resistances: +27% blight Changes resistances penetration: +10% acid Mental save: +11 (+3 eff.) Silence immunity: +10% Stamina when hit: +3.00 Equilibrium when hit: +3.00 Infravision radius: +4 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 339.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Saluwen (Shrouds) (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Armour: +11 Fatigue: +5% Changes stats: +5 Str Changes resistances: +13% nature / +1% physical Critical mult.: +10.00% Spell save: +9 (+3 eff.) Only die when reaching: -83.52 life Maximum life: +110.00 Infravision radius: +4 Healing mod.: +19% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 339.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Steam Powered Helm (Misfortune) (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Misfortune A Helmet. But with steam power! |
Tempestgash (Nightmares) (25 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +21 Defense: +25 (+8 eff.) Fatigue: +5% Damage when hit (Melee): 10 lightning Changes stats: +9 Con Changes resistances penetration: +20% physical Changes damage: +9% lightning / +12% physical Curse of Nightmares A cap made of leather. |
cleansing rough leather cap of the depths (Nightmares) (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +7% cold / +7% nature Allows you to breathe in: water Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dragonslayer's drakeskin leather hat (Nightmares) (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% acid / +12% fire / +15% lightning / +12% cold Curse of Nightmares A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.eldritch elven-silk wizard hat of blight (+20%) (Misfortune) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% blight Changes damage: +20% blight Mana each turn: +2.00 Mana when hit: +2.30 Maximum mana: +110.00 Spellpower: +10 (+1 eff.) Curse of Misfortune It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.voratun helm of might (Shrouds) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.werebeast's drakeskin leather cap (Misfortune) (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Dex / +9 Cun / +8 Con Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing voratun mail armour of Eyal (Misfortune) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +20% nature / +18% blight Life regen: +11.00 Maximum life: +80.00 Healing mod.: +20% 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 cold resistance (Madness) (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 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Con Changes resistances: +23% cold Maximum life: +86.00 Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing voratun plate armour of implacability (Nightmares) (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +12% Changes resistances: +20% nature / +19% blight Physical save: +13 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of implacability (Shrouds) (0 def, 46 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +46 Fatigue: +12% Physical save: +10 (+3 eff.) Curse of Shrouds A suit of armour made of metal plates. |
441 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. |
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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lightninggrinder the voratun pickaxe (dig speed 5 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% lightning / +11% darkness / +12% blight Changes resistances penetration: +10% blight / +16% physical / +5% lightning Changes damage: +12% lightning / +10% fire / +15% mind / +12% blight Damage affinity(heal): +15% darkness Mental save: +14 (+4 eff.) Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Bethulralle the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +9 (+2 eff.) Changes stats: +2 Dex / +7 Wil / +2 Cun Changes resistances penetration: +25% arcane / +15% all Critical mult.: +18.00% Spell crit. chance: +4% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
PorothInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +25% mind Changes damage: +18% mind Mental save: +23 (+6 eff.) Vim when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +50.00 Light radius: +4 See stealth: +16 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(145 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Boltborn'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +15% light Changes damage: +15% lightning Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +4.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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 HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
5 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. |
6 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. |
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. |
amazing fiery salve [power 31] amazing fiery salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 31] amazing frost salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 455] amazing healing salve [power 455]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 50% cooldown modifier. It can be used to heal 455 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 398] amazing pain suppressor salve [power 398]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -398 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 31] amazing water salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (31% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
Airstinger [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +5% arcane Changes resistances penetration: +10% lightning Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Maximum life: +80.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 148 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Dourpyre [power 430] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 26% chance to reduce damage dealt by 41% Changes stats: +4 Cun Changes resistances: +18% acid / +4% physical / +18% blight Changes damage: +21% mind / +12% darkness Spell save: +15 (+5 eff.) Mental save: +23 (+6 eff.) Maximum life: +130.77 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 636 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Halundil [power 370] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +5% arcane Changes damage: +18% arcane Critical mult.: +20.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Maximum psi: +30.00 It can be used to blast the opponent's mind dealing 728 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Blazegasher' [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +9% lightning / +18% fire / +9% nature Only die when reaching: -80.00 life Maximum life: +100.00 Mindpower: +30 (+5 eff.) Mental crit. chance: +2% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
evasive voratun torque of psionic shield [power 173] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blindstalker [power 82] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 10 darkness Changes resistances: +15% cold Changes resistances penetration: +15% darkness Changes damage: +12% temporal / +18% darkness / +6% cold It can be used to harden the skin for 7 turns increasing armour by 82 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
Hazerend the dragonbone totem of healing [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +4% physical Changes resistances penetration: +20% cold Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Disease immunity: +20% Only die when reaching: -60.00 life Maximum mana: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 73. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 82% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
This item will automatically be transmogrified when you leave the level.piercing dragonbone totem of healing [power 560] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
4 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 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Kos the Cornac Cursed level 38
63rd Regrowth 124th year of Ascendancy at 22:11 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kos the Cornac Cursed level 50
38th Dusk 124th year of Ascendancy at 19:17 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Kos the Cornac Cursed level 38
61st Regrowth 124th year of Ascendancy at 23:01 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Kos the Cornac Cursed level 22
13rd Regrowth 123rd year of Ascendancy at 10:54 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Kos the Cornac Cursed level 49
21st Dusk 124th year of Ascendancy at 03:58 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Kos the Cornac Cursed level 42
48th Pyre 124th year of Ascendancy at 09:44 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Kos the Cornac Cursed level 50
39th Regrowth 125th year of Ascendancy at 09:26 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kos the Cornac Cursed level 16
26th Haze 122nd year of Ascendancy at 03:38 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Kos the Cornac Cursed level 41
41st Pyre 124th year of Ascendancy at 14:31 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Kos the Cornac Cursed level 39
1st Pyre 124th year of Ascendancy at 14:12 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Kos the Cornac Cursed level 38
80th Regrowth 124th year of Ascendancy at 15:00 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Kos the Cornac Cursed level 31
23rd Haze 123rd year of Ascendancy at 17:37 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Kos the Cornac Cursed level 50
12nd Pyre 125th year of Ascendancy at 20:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Kos the Cornac Cursed level 23
35th Regrowth 123rd year of Ascendancy at 20:35 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kos the Cornac Cursed level 24
63rd Pyre 123rd year of Ascendancy at 23:57 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Kos the Cornac Cursed level 20
3rd Decay 122nd year of Ascendancy at 04:42 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Kos the Cornac Cursed level 50
10th Decay 124th year of Ascendancy at 12:21 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Kos the Cornac Cursed level 50
75th Dusk 124th year of Ascendancy at 19:53 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kos the Cornac Cursed level 33
39th Haze 123rd year of Ascendancy at 18:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kos the Cornac Cursed level 10
22nd Dusk 122nd year of Ascendancy at 03:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kos the Cornac Cursed level 20
57th Haze 122nd year of Ascendancy at 01:11 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Kos the Cornac Cursed level 30
24th Dusk 123rd year of Ascendancy at 00:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Kos the Cornac Cursed level 40
14th Pyre 124th year of Ascendancy at 15:25 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Kos the Cornac Cursed level 50
27th Dusk 124th year of Ascendancy at 22:29 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Kos the Cornac Cursed level 50
7th Decay 124th year of Ascendancy at 01:52 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kos the Cornac Cursed level 50
7th Haze 124th year of Ascendancy at 12:57 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Kos the Cornac Cursed level 23
66th Regrowth 123rd year of Ascendancy at 07:26 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Kos the Cornac Cursed level 50
5th Decay 124th year of Ascendancy at 07:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Kos the Cornac Cursed level 36
46th Regrowth 124th year of Ascendancy at 17:05 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Kos the Cornac Cursed level 41
41st Pyre 124th year of Ascendancy at 17:01 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Kos the Cornac Cursed level 50
12nd Pyre 125th year of Ascendancy at 20:22 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kos the Cornac Cursed level 8
9th Flare 122nd year of Ascendancy at 05:33 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Kos the Cornac Cursed level 50
6th Decay 124th year of Ascendancy at 18:53 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Kos the Cornac Cursed level 50
12nd Pyre 125th year of Ascendancy at 20:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Kos the Cornac Cursed level 10
39th Dusk 122nd year of Ascendancy at 08:05 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Kos the Cornac Cursed level 43
77th Pyre 124th year of Ascendancy at 12:32 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Kos the Cornac Cursed level 29
17th Dusk 123rd year of Ascendancy at 20:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kos the Cornac Cursed level 18
49th Haze 122nd year of Ascendancy at 17:55 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kos the Cornac Cursed level 37
60th Regrowth 124th year of Ascendancy at 22:09 see stats









































































































































































