Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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:
Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Doomed |
Level / Exp | 50 / 3589% |
Size | small |
Lifes / Deaths | Killed by yyyy at level 50 on the 39th Pyre 124th year of Ascendancy at 21:10 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 10 (base 7) |
Dexterity | 84.000000000001 (base 62) |
Constitution | 38 (base 33) |
Magic | 15 (base 9) |
Willpower | 144 (base 62) |
Cunning | 150 (base 61) |
Resources
Life | 1351/1284 |
Hate | 100/100 |
Equilibrium | 78 |
Psi | 284/284 |
Healing Factor | 1.5252122670884 |
Regeneration | 95.303274931395 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +121.21248138643% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 15 |
See Invisible | -2.0072832285223E-13 |
Offense: Mainhand
Damage | 102 |
Accuracy | 66 |
Crit Chance | 68% |
APR | 55 |
Speed | 1.00 |
Offense: Offhand
Damage | 109 |
Accuracy | 66 |
Crit Chance | 68% |
APR | 55 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 117 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Nature | +50% |
Light | +37% |
Temporal | +28% |
Cold | +55% |
Fire | +31% |
Mind | +87% |
All | +19% |
Offense: Damage Penetration
Acid | +56% |
Light | +65% |
Temporal | +45% |
Nature | +55% |
Cold | +55% |
Mind | +85% |
All | +30% |
Defense: Base
Armour (hardiness) | 13 (48.304188961773%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 48 |
Mental Save | 84 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 71%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 80%( 80%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Silence Resistance | 43% |
Confusion Resistance | 100% |
Fear Resistance | 38% |
Stun Resistance | 98% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 643 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 944% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Darkness | 1.60 |
| 3/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cursed / One with shadows | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the lone alchemist from death by Xerynne the orc archer. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lost defiler from death by Adenne the black crystal. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Xanisera the green worm mass. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Aerukira the blade horror. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
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 been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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: 2672. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of explosive force 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | completed |
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 within9 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Alyrig the Glitterspawner (Misfortune) (0 def, 5 armour) Alyrig the Glitterspawner (Misfortune) (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Wil / +10 Cun / +5 Con Changes resistances: +5% arcane / +6% light Changes resistances penetration: +15% mind / +20% light Changes damage: +3% light Physical save: +34 (+12 eff.) Spell save: +12 (+4 eff.) Mental save: +34 (+7 eff.) Life regen: +11.00 Healing mod.: +18% Curse of Misfortune A pair of boots made of leather. |
Light source | Brenulen the Bogbrawn (Shrouds) Brenulen the Bogbrawn (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Changes stats: +11 Wil / +5 Con Changes resistances: +13% blight / +9% nature Changes resistances penetration: +10% all Changes damage: +6% nature Critical mult.: +14.00% Life regen: +16.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +1% Light radius: +7 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Omniscience (Madness) (7 def, 0 armour) Omniscience (Madness) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Madness It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
On hands | Spellhunt Remnants (Corpses) (6 def, 8 armour) Spellhunt Remnants (Corpses) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Corpses It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 258.23 arcane damage and stunned) Activation costs 100 power out of 83/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | dragonbone totem of thorny skin 'Ce'Nenor' (Corpses) [power 81] (20 cooldown) dragonbone totem of thorny skin 'Ce'Nenor' (Corpses) [power 81] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Wil Changes resistances: +6% blight / +15% cold Changes damage: +21% mind Critical mult.: +15.00% Light radius: +3 Curse of Corpses It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Snowpassion the voratun ring (Madness) Snowpassion the voratun ring (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +18 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 55 Changes stats: +16 Cun / +7 Wil Changes resistances: +15% mind / +6% cold Changes damage: +15% cold / +12% fire / +7% all Stun/Freeze immunity: +60% Spellpower: +18 (+4 eff.) Mindpower: +32 (+5 eff.) Curse of Madness Rings make your fingers look great! |
On fingers | Demonbreacher the voratun ring (Nightmares) Demonbreacher the voratun ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+6 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 44% Changes stats: +8 Cun / +6 Wil Changes resistances: +12% mind Changes resistances penetration: +10% mind Changes damage: +9% mind / +8% all Life regen: +19.00 Maximum life: +86.00 Spellpower: +13 (+3 eff.) Mindpower: +29 (+4 eff.) Healing mod.: +14% Curse of Nightmares Rings make your fingers look great! |
Around neck | Glaciermistress the voratun amulet (Madness) Glaciermistress the voratun amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 21% Damage when hit (Melee): 8 cold Changes resistances: +12% acid / +16% temporal / +9% darkness Changes resistances penetration: +26% acid / +25% cold / +15% light Changes damage: +15% light Talent mastery: +0.40 Cursed / Cursed aura Curse of Madness Amulets make your neck look great! |
In main hand | Chagen the Shiversage (Misfortune) (116% power, 40 apr, mind damage) Chagen the Shiversage (Misfortune) (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% temporal Changes resistances penetration: +15% temporal Changes damage: +21% cold / +18% mind / +9% temporal Talent granted: +1 Attune Mindstar Mental save: +18 (+4 eff.) Mindpower: +52 (+8 eff.) Mental crit. chance: +8% 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 | Dagekalthondil (Misfortune) Dagekalthondil (Misfortune)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +19 (+5 eff.) Changes stats: +11 Dex / +4 Wil / +8 Cun / +19 Lck Critical mult.: +20.00% Trap disarming bonus: +43 Stealth bonus: +41 Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Infravision radius: +10 Curse of Misfortune A belt that goes around your waist. |
In off hand | Nexus of the Way (Madness) (124% power, 40 apr, mind damage) Nexus of the Way (Madness) (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent mastery: +0.20 Race / Yeek Mental save: +15 (+3 eff.) Confusion immunity: +30% Mindpower: +23 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Madness It can be used to activate talent Wayist (costing 60 power out of 26/60) : Effective talent level: 3.0 Power cost: 60 out of 26/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 115 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | Guise of the Hated (Madness) (14 def, 0 armour) Guise of the Hated (Madness) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Madness Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Crimson Robe (Misfortune) (12 def, 0 armour) Crimson Robe (Misfortune) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Cursed Bolt (8% chance level 2). Talent on hit(mindpower): Waking Nightmare (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Primal Infusion (affinity 24%; reduction 4; dur 4; cd 18) Primal Infusion (affinity 24%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 359; cd 10) healing infusion of the psychic (heal 359; 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 359 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 sneak (heal 351; cd 10) healing infusion of the sneak (heal 351; 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 351 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 685%; cd 8) movement infusion of the duelist (speed 685%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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 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. |
movement infusion of the sneak (speed 892%; cd 14) movement infusion of the sneak (speed 892%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 892% 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. 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 (res 17%; magical, physical; dur 2; cd 12) wild infusion (res 17%; magical, physical; dur 2; 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 magical and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical, mental; dur 3; cd 10) wild infusion (res 17%; magical, mental; dur 3; 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 cure yourself of one random magical and mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 4; cd 12) wild infusion (res 20%; magical, 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 magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 2; cd 10) wild infusion (res 18%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 4; cd 12) wild infusion (res 20%; mental, 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 mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, physical; dur 2; cd 15) wild infusion (res 18%; magical, physical; dur 2; 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 cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical, physical; dur 4; cd 14) wild infusion (res 22%; magical, physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 4; cd 10) wild infusion (res 16%; magical; dur 4; 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 cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, magical; dur 3; cd 12) wild infusion (res 20%; mental, magical; dur 3; 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 mental and magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, magical; dur 4; cd 10) wild infusion (res 20%; mental, magical; dur 4; 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 cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 4; cd 10) wild infusion (res 19%; magical; dur 4; 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 cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 44%; mental; dur 4; cd 15) wild infusion of the psychic (res 44%; mental; dur 4; 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 cure yourself of one random mental effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (res 50%; magical; dur 3; cd 10) wild infusion of the psychic (res 50%; magical; dur 3; 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 cure yourself of one random magical effect and reduce all damage taken by 50% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 titan (res 24%; mental; dur 2; cd 11) wild infusion of the titan (res 24%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 22%; mental; dur 4; cd 10) wild infusion of the wizard (res 22%; mental; dur 4; 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 cure yourself of one random mental 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 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Bomafast the steel amulet (Corpses) Bomafast the steel amulet (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +3.0% Defense: +30 (+7 eff.) Changes stats: +2 Str / +4 Con Physical save: +9 (+3 eff.) Life regen: +2.00 Maximum life: +42.00 Curse of Corpses Amulets make your neck look great! |
Daneth's Neckguard (Misfortune) Daneth's Neckguard (Misfortune)Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Misfortune A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads (Misfortune) Earthen Beads (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% Curse of Misfortune It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 644 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emeluth (Corpses) Emeluth (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +33% lightning / +9% nature / +3% blight Physical save: +24 (+8 eff.) Spell save: +24 (+8 eff.) Mental save: +19 (+4 eff.) Stun/Freeze immunity: +34% Life regen: +7.00 Maximum life: +57.00 Curse of Corpses Amulets make your neck look great! |
Fanged Collar (Madness) Fanged Collar (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... Curse of Madness This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet (Misfortune) Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Misfortune The weight of the world seems a little lighter with this amulet around your neck. |
Freezeraze the voratun amulet (Madness) Freezeraze the voratun amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 21% chance to reduce all saves and defense by 55 Changes resistances: +16% mind / +12% cold Changes resistances penetration: +26% lightning / +26% cold Changes damage: +9% mind Life regen: +5.00 Curse of Madness Amulets make your neck look great! |
Layenor (Misfortune) Layenor (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to reduce all saves and defense by 55 Damage (Melee): 11 darkness / 13 light Effects when hit in melee: * 13% chance to blind * 12% chance to reduce damage dealt by 44% Damage when hit (Melee): 2 mind Changes stats: +8 Dex Changes resistances cap: +6% all Changes resistances penetration: +10% mind Changes damage: +6% mind / +14% light / +11% darkness Physical save: +26 (+9 eff.) Curse of Misfortune Amulets make your neck look great! |
Shard of Insanity (Madness) Shard of Insanity (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Madness A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Urthigrim (Shrouds) Urthigrim (Shrouds)Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +28% mind / +12% temporal / +26% light / +30% darkness Changes damage: +8% acid / +8% fire / +8% cold / +7% lightning Blindness immunity: +50% Confusion immunity: +50% Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +15 (+2 eff.) See invisible: +21 Curse of Shrouds Amulets make your neck look great! |
Withering Orbs (Misfortune) Withering Orbs (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zubelenn the Blackcrypt (Madness) Zubelenn the Blackcrypt (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +19% lightning / +5% arcane / +6% blight Changes resistances penetration: +20% darkness Changes damage: +27% darkness Stun/Freeze immunity: +30% Curse of Madness Amulets make your neck look great! |
cleansing gold amulet of constitution (+4) (Shrouds) cleansing gold amulet of constitution (+4) (Shrouds)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% nature / +20% blight Poison immunity: +21% Disease immunity: +30% Curse of Shrouds Amulets make your neck look great! |
copper amulet 'Gyndil' (Shrouds) copper amulet 'Gyndil' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +2 Con Changes resistances: +6% physical Stamina each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% Curse of Shrouds Amulets make your neck look great! |
enraging voratun amulet of cunning (+6) (Madness) enraging voratun amulet of cunning (+6) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +6 Cun Changes damage: +7% physical Combat speed: +10% Curse of Madness Amulets make your neck look great! |
grounding voratun amulet of strength (+6) (Shrouds) grounding voratun amulet of strength (+6) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Changes resistances: +18% lightning Stun/Freeze immunity: +30% Curse of Shrouds Amulets make your neck look great! |
steel amulet 'Belyvena' (Madness) steel amulet 'Belyvena' (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +8 (+2 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +7 Lck Changes resistances: +12% fire / +14% cold Changes damage: +3% blight / +6% temporal Life regen: +2.00 Reduce all damage from unseen attackers: 11% Curse of Madness Amulets make your neck look great! |
vitalizing voratun amulet of murder (Nightmares) vitalizing voratun amulet of murder (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +14 Changes stats: +5 Con Critical mult.: +18.00% Physical save: +14 (+5 eff.) Life regen: +9.00 Maximum life: +71.00 Curse of Nightmares Amulets make your neck look great! |
voratun amulet 'Branozilastir' (Shrouds) voratun amulet 'Branozilastir' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Damage when hit (Melee): 6 acid Changes stats: +10 Str / +4 Dex / +9 Con Changes resistances: +3% physical Physical save: +9 (+3 eff.) Cut immunity: +80% Stamina each turn: +3.00 Healing mod.: +30% Curse of Shrouds It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 697 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's steel amulet of dexterity (+4) (Nightmares) warrior's steel amulet of dexterity (+4) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +8% physical Stamina each turn: +0.40 Curse of Nightmares Amulets make your neck look great! |
Orb of Many Ways 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. |
Amyrath the stralite ring (Nightmares) Amyrath the stralite ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 20% chance to reduce all saves and defense by 55 Changes stats: +6 Str Changes resistances: +37% lightning / +6% cold / +22% fire / +5% arcane / +3% mind Changes damage: +17% lightning / +11% fire Curse of Nightmares Rings make your fingers look great! |
Bethelaith (Madness) Bethelaith (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +19 Defense: +17 (+4 eff.) Changes stats: +3 Dex / +7 Wil / +7 Cun / +9 Con Changes resistances: +12% blight / +6% fire Critical mult.: +5.00% Physical save: +18 (+6 eff.) Only die when reaching: -40.00 life Mindpower: +11 (+2 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
Breniyon the Arcmortal (Nightmares) Breniyon the Arcmortal (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +10 Dex / +16 Wil / +16 Cun Changes resistances: +12% blight / +6% fire / +6% temporal Changes resistances penetration: +10% lightning Hate when firing a critical mind attack: +5.00 Maximum psi: +20.00 Mindpower: +45 (+7 eff.) Mental crit. chance: +2% Curse of Nightmares Rings make your fingers look great! |
Ce'Nolaith (Madness) Ce'Nolaith (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +11 Mag / +14 Wil / +8 Cun Changes resistances: +10% blight / +6% mind Changes damage: +10% blight / +6% mind Critical mult.: +20.00% Mana each turn: +0.04 Spellpower: +15 (+3 eff.) Mindpower: +15 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Emelokira the voratun ring (Misfortune) Emelokira the voratun ring (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 85% Changes stats: +3 Cun Changes resistances: +40% lightning / +6% temporal / +3% blight Changes damage: +20% lightning Mental save: +13 (+2 eff.) Confusion immunity: +50% Stun/Freeze immunity: +50% Life regen: +5.00 Equilibrium when hit: +0.16 Mental crit. chance: +2% Curse of Misfortune Rings make your fingers look great! |
Erelirelach (Nightmares) Erelirelach (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +15 (+5 eff.) Damage when hit (Melee): 10 mind Changes stats: +3 Wil Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +6% physical Physical save: +9 (+3 eff.) Spellpower: +13 (+3 eff.) Spell crit. chance: +2% Mindpower: +15 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
Furnacespar the gold ring (Corpses) Furnacespar the gold ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 physical Changes stats: +5 Con Changes resistances: +30% fire Changes damage: +18% fire Disarm immunity: +38% Pinning immunity: +35% Knockback immunity: +38% Only die when reaching: -80.00 life Maximum life: +37.00 Curse of Corpses Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Glory of the Pride (Corpses)Glory of the Pride (Corpses) Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Growthkin the voratun ring (Nightmares) Growthkin the voratun ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +36% cold Changes resistances penetration: +20% arcane Changes damage: +15% nature / +18% cold Critical mult.: +15.00% Spell save: +18 (+6 eff.) Maximum stamina: +40.00 Maximum vim: +50.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
Hanuyagar the Cracklemistress (Corpses) Hanuyagar the Cracklemistress (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Mag / +5 Wil / +7 Con Changes resistances penetration: +25% lightning / +10% acid Changes damage: +9% lightning Spell save: +13 (+4 eff.) Maximum stamina: +22.00 Infravision radius: +2 Curse of Corpses Rings make your fingers look great! |
Inertial Twine (Madness) Inertial Twine (Madness)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 Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Jetbringer the voratun ring (Nightmares) Jetbringer the voratun ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +4 Mag / +4 Cun / +6 Con Changes resistances: +9% darkness / +18% temporal Maximum encumbrance: +40 Spell save: +9 (+3 eff.) Light radius: +4 Infravision radius: +4 See invisible: +21 Curse of Nightmares Rings make your fingers look great! |
Mnemonic (Nightmares) Mnemonic (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Nightmares It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong (Madness) Nightsong (Madness)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 (+2 eff.) Maximum stamina: +25.00 Curse of Madness It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Radiancegash the voratun ring (Corpses) Radiancegash the voratun ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +6 Wil / +3 Cun / +10 Con Changes resistances: +38% fire Changes damage: +18% light / +19% fire Infravision radius: +3 Curse of Corpses Rings make your fingers look great! |
Radianceraven (Corpses) Radianceraven (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +4 Mag Changes resistances: +20% light / +12% lightning Changes resistances penetration: +10% mind Changes damage: +18% mind Critical mult.: +20.00% Stun/Freeze immunity: +50% Life regen: +9.00 Maximum hate: +6.00 Curse of Corpses Rings make your fingers look great! |
Ring of Growth (Madness) Ring of Growth (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Madness This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Silinn the Shockrage (Misfortune) Silinn the Shockrage (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes stats: +1 Wil Changes resistances: +34% lightning / +6% cold / +3% darkness / +6% blight Changes damage: +23% lightning Silence immunity: +20% Stun/Freeze immunity: +66% Life regen: +25.00 Maximum life: +96.00 Healing mod.: +16% Curse of Misfortune Rings make your fingers look great! |
Soottrail (Nightmares) Soottrail (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 cold Changes resistances: +6% temporal / +36% nature / +21% cold Changes resistances penetration: +10% darkness Changes damage: +18% nature / +12% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Rings make your fingers look great! |
Tundrafear (Madness) Tundrafear (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +16 Defense: +20 (+5 eff.) Changes resistances penetration: +10% cold Changes damage: +18% cold Critical mult.: +10.00% Mental save: +9 (+2 eff.) Confusion immunity: +32% Curse of Madness Rings make your fingers look great! |
Umbrapassion the voratun ring (Misfortune) Umbrapassion the voratun ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +20% arcane / +15% darkness Changes resistances penetration: +15% blight Changes damage: +20% arcane / +18% mind Critical mult.: +15.00% Mental save: +9 (+2 eff.) Mental crit. chance: +8% Curse of Misfortune Rings make your fingers look great! |
Voridalle the Sleetoblivion (Shrouds) Voridalle the Sleetoblivion (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +18% cold Changes resistances penetration: +15% mind Mental save: +12 (+2 eff.) Life regen: +5.00 Psi when hit: +0.08 Maximum life: +69.00 Maximum hate: +4.00 Healing mod.: +13% Curse of Shrouds Rings make your fingers look great! |
Writhing Ring of the Hunter (Shrouds) Writhing Ring of the Hunter (Shrouds)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Shrouds A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xanabrethra (Misfortune) Xanabrethra (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 55 * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 35 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 55 Damage (Ranged): 29 physical Changes stats: +6 Cun / +2 Wil Changes damage: +15% arcane Mental save: +13 (+2 eff.) Confusion immunity: +46% Stun/Freeze immunity: +50% Life regen: +5.00 Vim when firing critical spell: +2.04 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Yarugund the Glitterhacker (Corpses) Yarugund the Glitterhacker (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+6 eff.) Changes resistances: +12% light Changes resistances penetration: +15% fire Changes damage: +18% light / +8% all Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+4 eff.) Spell crit. chance: +8% Mindpower: +20 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
conjurer's voratun ring of luminosity (Shrouds) conjurer's voratun ring of luminosity (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 17 light Changes stats: +10 Mag / +5 Wil Changes damage: +16% light Spellpower: +12 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
copper ring 'Shiverpython' (Misfortune) copper ring 'Shiverpython' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Dex Changes resistances: +15% cold Changes resistances penetration: +5% mind Changes damage: +9% mind / +6% cold Curse of Misfortune Rings make your fingers look great! |
gladiator's voratun ring of tenacity (Misfortune) gladiator's voratun ring of tenacity (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +8 Str / +7 Con Disarm immunity: +36% Pinning immunity: +37% Knockback immunity: +36% Maximum life: +39.00 Curse of Misfortune Rings make your fingers look great! |
gold quartz ring (Madness) gold quartz ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +6 Cun / +7 Dex Stun/Freeze immunity: +30% Curse of Madness Rings make your fingers look great! |
gold quartz ring (Shrouds) gold quartz ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% nature / +11% blight Poison immunity: +16% Disease immunity: +15% Stun/Freeze immunity: +30% Curse of Shrouds Rings make your fingers look great! |
marksman's steel ring of pilfering (Nightmares) marksman's steel ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +4 Dex Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
mule's copper ring of nature (+22%) (Corpses) mule's copper ring of nature (+22%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +21 Curse of Corpses Rings make your fingers look great! |
savage's steel ring (Madness) savage's steel ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Maximum stamina: +15.00 Curse of Madness Rings make your fingers look great! |
savage's voratun ring of light (+32%) (Madness) savage's voratun ring of light (+32%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +32% light Changes damage: +16% light Spell save: +16 (+5 eff.) Maximum stamina: +29.00 Curse of Madness Rings make your fingers look great! |
savior's gold ring of perseverance (Misfortune) savior's gold ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +12 (+2 eff.) Stun/Freeze immunity: +29% Life regen: +3.00 Curse of Misfortune Rings make your fingers look great! |
sneakthief's gold ring of perseverance (Corpses) sneakthief's gold ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +29% Life regen: +3.00 Curse of Corpses Rings make your fingers look great! |
sneakthief's voratun ring (Madness) sneakthief's voratun ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Changes stats: +7 Cun / +5 Dex Curse of Madness Rings make your fingers look great! |
solipsist's voratun ring of life (Corpses) solipsist's voratun ring of life (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +10.00 Maximum life: +52.00 Mindpower: +9 (+1 eff.) Healing mod.: +16% Curse of Corpses Rings make your fingers look great! |
steel citrine ring (Madness) steel citrine ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +9.00 Maximum life: +41.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Curse of Madness Rings make your fingers look great! |
steel ring 'Adidama' (Madness) steel ring 'Adidama' (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +5 Wil Changes resistances: +6% acid / +6% mind Spell save: +12 (+4 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +20% Life regen: +4.00 Curse of Madness Rings make your fingers look great! |
steel ring 'Tysta' (Corpses) steel ring 'Tysta' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Con Critical mult.: +5.00% Spell save: +6 (+2 eff.) Stun/Freeze immunity: +28% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spellpower: +30 (+6 eff.) See invisible: +6 Curse of Corpses Rings make your fingers look great! |
stralite ring of life (Nightmares) stralite ring of life (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +15.00 Maximum life: +55.00 Healing mod.: +14% Curse of Nightmares Rings make your fingers look great! |
titan's copper ring of perseverance (Shrouds) titan's copper ring of perseverance (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Shrouds Rings make your fingers look great! |
titan's gold ring of pilfering (Corpses) titan's gold ring of pilfering (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +4 Con Physical save: +8 (+3 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
titan's gold ring of tenacity (Nightmares) titan's gold ring of tenacity (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +31% Maximum life: +23.00 Curse of Nightmares Rings make your fingers look great! |
treant's voratun ring (Shrouds) treant's voratun ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +20% Disease immunity: +24% Curse of Shrouds Rings make your fingers look great! |
voratun bloodstone ring (Misfortune) voratun bloodstone ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Mag Stun/Freeze immunity: +60% Spellpower: +12 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Bethota' (Misfortune) voratun ring 'Bethota' (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +7 Mag / +7 Wil / +4 Con Changes resistances: +40% darkness Changes damage: +9% temporal / +20% darkness / +3% arcane Spell save: +18 (+6 eff.) Mana each turn: +0.08 Maximum stamina: +40.00 Maximum psi: +30.00 Spellpower: +9 (+2 eff.) Mindpower: +5 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Brightreeve' (Corpses) voratun ring 'Brightreeve' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +35 (+8 eff.) Changes resistances: +6% mind / +18% temporal / +15% nature / +9% darkness Changes damage: +6% mind / +8% all Spell save: +6 (+2 eff.) Pinning immunity: +23% Spellpower: +20 (+4 eff.) Mindpower: +16 (+2 eff.) Light radius: +2 Curse of Corpses Rings make your fingers look great! |
voratun ring 'Duathelpain' (Misfortune) voratun ring 'Duathelpain' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+10 eff.) Physical crit. chance: +5.0% Defense: +25 (+6 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 44% Changes stats: +3 Str / +10 Con Critical mult.: +20.00% Physical save: +20 (+7 eff.) Mental crit. chance: +7% Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Seardeath' (Shrouds) voratun ring 'Seardeath' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Damage when hit (Melee): 10 darkness / 6 fire Changes stats: +14 Cun / +10 Dex Changes resistances penetration: +15% fire Changes damage: +15% temporal / +31% mind / +9% fire Mindpower: +15 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
voratun ring 'Turoharahir' (Madness) voratun ring 'Turoharahir' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil / +9 Mag Changes resistances: +40% darkness Changes resistances penetration: +25% acid Changes damage: +20% darkness Spell save: +18 (+6 eff.) Mental save: +6 (+1 eff.) Stun/Freeze immunity: +44% Life regen: +8.00 Mental crit. chance: +4% Curse of Madness Rings make your fingers look great! |
voratun ring of pilfering (Nightmares) voratun ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +13 Defense: +15 (+4 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
warrior's voratun ring of pilfering (Shrouds) warrior's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +9 Armour: +8 Defense: +13 (+3 eff.) Changes stats: +4 Str Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger of rage (Nightmares) (146% power, 9 apr)flaming voratun dagger of rage (Nightmares) (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x 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: +18 fire When wielded/worn: Accuracy: +23 (+8 eff.) Changes stats: +10 Str Changes damage: +15% physical Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of rage (Misfortune) (148% power, 9 apr)plaguebringer's voratun dagger of rage (Misfortune) (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x 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% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 11 Damage (Melee): +20 blight When wielded/worn: Accuracy: +25 (+9 eff.) Changes stats: +11 Str Changes damage: +15% physical Disease immunity: +35% Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of rage (Madness) (146% power, 2 apr)dwarven-steel greatsword of rage (Madness) (146% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Changes stats: +10 Str Changes damage: +16% physical Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword of massacre (Nightmares) (164% power, 2 apr)quick dwarven-steel greatsword of massacre (Nightmares) (164% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 164% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Changes stats: +7 Dex Combat speed: +10% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of enduring (Misfortune) (128% power, 2 apr)steel greatsword of enduring (Misfortune) (128% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x 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% When wielded/worn: Changes stats: +12 Con / +13 Wil Maximum life: +54.00 Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of evisceration (Madness) (174% power, 4 apr)voratun greatsword of evisceration (Madness) (174% 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. Power: 174% Range: 1.6x 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 193 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +19.0% Physical power: +14 (+5 eff.) Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental iron longsword of massacre (Shrouds) (116% power, 2 apr)elemental iron longsword of massacre (Shrouds) (116% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 24 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +10% fire Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword 'Zanifast' (Madness) (152% power, 6 apr)voratun longsword 'Zanifast' (Madness) (152% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +27 temporal When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 arcane / 14 temporal Changes stats: +5 Wil Changes resistances: +12% temporal Changes resistances penetration: +20% temporal Changes damage: +15% arcane Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Uliroddagen' (Misfortune) (158% power, 6 apr)voratun mace 'Uliroddagen' (Misfortune) (158% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Changes stats: +9 Mag / +18 Wil Changes resistances: +21% acid / +27% cold / +7% arcane / +12% nature Life regen: +5.44 Spellpower: +12 (+2 eff.) Mindpower: +35 (+5 eff.) Healing mod.: +27% Curse of Misfortune Blunt and deadly. |
Eremithad the Darkhunger (Shrouds) (111% power, 40 apr, nature damage) Eremithad the Darkhunger (Shrouds) (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x 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: Effects on melee hit: * 21% chance to reduce damage dealt by 44% Changes stats: +8 Cun / +3 Wil Changes damage: +24% light / +12% mind / +9% darkness Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Mental save: +9 (+2 eff.) Maximum psi: +51.72 Mindpower: +35 (+5 eff.) Mental crit. chance: +13% 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. |
Seeds of the Black Tree (Nightmares) (115% power, 27 apr, darkness damage) Seeds of the Black Tree (Nightmares) (115% power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Curse of Nightmares This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
This item will automatically be transmogrified when you leave the level. manaburning living mindstar (Corpses) (116% power, 40 apr, mind damage)manaburning living mindstar (Corpses) (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x 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% On weapon hit: * 22 arcane resource burn When wielded/worn: Changes resistances: +10% arcane Talent granted: +1 Attune Mindstar Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Korerab the dragonbone magestaff (Corpses) (136% power, 6 apr, arcane element)Korerab the dragonbone magestaff (Corpses) (136% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Effects on melee hit: * 27% chance to reduce all saves and defense by 55 * 27% chance to reduce strength, dexterity, and constitution by 11 * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag Changes resistances penetration: +20% mind / +20% temporal Changes damage: +30% arcane / +50% mind Talent granted: +1 Command Staff Mana each turn: +0.38 Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Infravision radius: +4 See invisible: +24 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff of channeling (Madness) (136% power, 6 apr, light element)dragonbone starstaff of channeling (Madness) (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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% light Talent granted: +1 Command Staff Mana each turn: +0.52 Spellpower: +31 (+6 eff.) Spell crit. chance: +5% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff of protection (Madness) (136% power, 6 apr, fire element)shimmering dragonbone magestaff of protection (Madness) (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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 resistances: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe of dampening (Corpses) (150% power, 6 apr)blazebringer's voratun waraxe of dampening (Corpses) (150% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x 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: +17% acid / +16% lightning / +17% cold / +17% fire / +10% all Changes resistances penetration: +23% fire Spell save: +12 (+4 eff.) Global speed: +11% Curse of Corpses One-handed war axes. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of the mountain (+21%) (Nightmares) (0 def, 0 armour)verdant silk robe of the mountain (+21%) (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +13% all / +21% physical Changes damage: +22% nature / +21% physical Poison immunity: +39% Disease immunity: +40% 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. mindcaging voratun helm of strength (+10) (Misfortune) (0 def, 5 armour)mindcaging voratun helm of strength (+10) (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Changes resistances: +19% mind Mental save: +27 (+5 eff.) Confusion immunity: +50% Curse of Misfortune 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. fearforged steel mail armour (Corpses) (2 def, 6 armour)fearforged steel mail armour (Corpses) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +21% Changes stats: +7 Con Changes resistances: +9% fire / -14% light / +9% darkness Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of acid resistance (Misfortune) (5 def, 10 armour)fortifying voratun mail armour of acid resistance (Misfortune) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +7 Con Changes resistances: +30% acid Maximum life: +98.00 Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Aerumaladan the Venomblast (Misfortune) (20 def, 8 armour)Aerumaladan the Venomblast (Misfortune) (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 14 acid Changes stats: +10 Str / +4 Dex / +4 Mag / +6 Wil Changes resistances: +21% acid / +15% physical / +20% darkness / +12% nature / +20% temporal Changes resistances penetration: +20% acid / +34% nature Changes damage: +12% acid / +21% temporal Light radius: +2 Infravision radius: +4 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour of fire resistance (Corpses) (20 def, 8 armour)cleansing drakeskin leather armour of fire resistance (Corpses) (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +17% blight / +30% fire / +20% nature Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of the dragon (Corpses) (0 def, 16 armour)radiant voratun plate armour of the dragon (Corpses) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +5 Wil Changes resistances: +15% acid / +13% physical / +30% darkness / +30% blight / +14% fire / +15% lightning / +14% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +40% Light radius: +2 Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. swashbuckler's steel shield of the stars (Corpses) (0 def, 4 armour, 38.5 block)swashbuckler's steel shield of the stars (Corpses) (0 def, 4 armour, 38.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +4 Fatigue: +8% Changes stats: +6 Str / +6 Dex / +5 Mag / +5 Cun Changes resistances: +14% light / +14% darkness Changes damage: +14% light / +14% darkness Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1350 alchemist agate 1350 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 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 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emeleyathra the dwarven-steel pickaxe (Misfortune) (dig speed 10 turns) Emeleyathra the dwarven-steel pickaxe (Misfortune) (dig speed 10 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +8 Str / +6 Wil Changes resistances penetration: +5% blight Changes damage: +7% fire / +10% mind / +6% arcane Mental save: +8 (+1 eff.) Vim when firing critical spell: +1.00 Maximum vim: +30.00 Spell crit. chance: +3% Mental crit. chance: +8% Infravision radius: +2 When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage (Nightmares) Umbraphage (Nightmares)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Nightmares It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 524.79 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
watchleader's brass lantern of the zealot (Shrouds) watchleader's brass lantern of the zealot (Shrouds)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 eff.) Blindness immunity: +23% Confusion immunity: +12% Light radius: +7 See stealth: +7 See invisible: +6 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Heart 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. |
Dragon Orb (Orb of Command) 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) 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) 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) 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. |
Atamathon's Lost Ruby Eye 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
71 alchemist bloodstone 71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
15 bloodstone 15 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. |
11 fire opal 11 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. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
The Guardian's Totem (Nightmares) The Guardian's Totem (Nightmares)Infused 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 85% 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 (+1 eff.) Curse of Nightmares 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. |
innervating dragonbone totem of healing (Shrouds) [power 428] (15 cooldown) innervating dragonbone totem of healing (Shrouds) [power 428] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Curse of Shrouds It can be used to heal yourself and all friendly characters within 10 spaces for 428 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 43% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. quick dragonbone totem of stinging (Madness) [power 392] (12 cooldown)quick dragonbone totem of stinging (Madness) [power 392] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Curse of Madness It can be used to sting an enemy dealing 588 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
This item will automatically be transmogrified when you leave the level. dragonbone wand of clairvoyance 'Gorydudin' (Misfortune) [power 16] (15 cooldown)dragonbone wand of clairvoyance 'Gorydudin' (Misfortune) [power 16] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +5 Wil / +8 Mag Changes damage: +18% arcane / +24% blight Mana when firing critical spell: +2.72 Spell crit. chance: +7% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Misfortune It can be used to reveal the area around you, dispelling darkness (radius 16, power 46 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
14 diamond 14 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. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
By yyyy the Yeek Doomed level 43
59th Dusk 123rd year of Ascendancy at 17:49 see stats
By yyyy the Yeek Doomed level 50
43rd Regrowth 124th year of Ascendancy at 05:13 see stats
By yyyy the Yeek Doomed level 43
58th Dusk 123rd year of Ascendancy at 00:48 see stats
By yyyy the Yeek Doomed level 28
39th Pyre 123rd year of Ascendancy at 18:40 see stats
By yyyy the Yeek Doomed level 48
8th Haze 123rd year of Ascendancy at 16:53 see stats
By yyyy the Yeek Doomed level 50
6th Regrowth 124th year of Ascendancy at 10:39 see stats
By yyyy the Yeek Doomed level 47
2nd Haze 123rd year of Ascendancy at 21:24 see stats
By yyyy the Yeek Doomed level 12
31st Dusk 122nd year of Ascendancy at 23:02 see stats
By yyyy the Yeek Doomed level 45
79th Dusk 123rd year of Ascendancy at 04:43 see stats
By yyyy the Yeek Doomed level 38
40th Dusk 123rd year of Ascendancy at 17:46 see stats
By yyyy the Yeek Doomed level 29
43rd Pyre 123rd year of Ascendancy at 08:05 see stats
By yyyy the Yeek Doomed level 23
38th Regrowth 123rd year of Ascendancy at 18:19 see stats
By yyyy the Yeek Doomed level 33
8th Flare 123rd year of Ascendancy at 03:22 see stats
By yyyy the Yeek Doomed level 50
3rd Pyre 124th year of Ascendancy at 17:08 see stats
By yyyy the Yeek Doomed level 33
5th Dusk 123rd year of Ascendancy at 14:37 see stats
By yyyy the Yeek Doomed level 49
9th Haze 123rd year of Ascendancy at 01:54 see stats
By yyyy the Yeek Doomed level 50
10th Regrowth 124th year of Ascendancy at 17:57 see stats
By yyyy the Yeek Doomed level 10
2nd Summertide 122nd year of Ascendancy at 14:47 see stats
By yyyy the Yeek Doomed level 20
75th Haze 122nd year of Ascendancy at 02:38 see stats
By yyyy the Yeek Doomed level 30
45th Pyre 123rd year of Ascendancy at 23:51 see stats
By yyyy the Yeek Doomed level 40
42nd Dusk 123rd year of Ascendancy at 11:10 see stats
By yyyy the Yeek Doomed level 50
9th Haze 123rd year of Ascendancy at 01:54 see stats
By yyyy the Yeek Doomed level 50
39th Pyre 124th year of Ascendancy at 20:51 see stats
By yyyy the Yeek Doomed level 50
2nd Pyre 124th year of Ascendancy at 23:41 see stats
By yyyy the Yeek Doomed level 33
2nd Flare 123rd year of Ascendancy at 08:31 see stats
By yyyy the Yeek Doomed level 50
52nd Regrowth 124th year of Ascendancy at 23:27 see stats
By yyyy the Yeek Doomed level 37
32nd Dusk 123rd year of Ascendancy at 23:07 see stats
By yyyy the Yeek Doomed level 31
1st Mirth 123rd year of Ascendancy at 03:26 see stats
By yyyy the Yeek Doomed level 46
79th Dusk 123rd year of Ascendancy at 09:30 see stats
By yyyy the Yeek Doomed level 50
39th Pyre 124th year of Ascendancy at 20:49 see stats
By yyyy the Yeek Doomed level 8
9th Mirth 122nd year of Ascendancy at 09:59 see stats
By yyyy the Yeek Doomed level 50
2nd Pyre 124th year of Ascendancy at 17:16 see stats
By yyyy the Yeek Doomed level 31
2nd Mirth 123rd year of Ascendancy at 23:25 see stats
By yyyy the Yeek Doomed level 50
39th Pyre 124th year of Ascendancy at 20:51 see stats
By yyyy the Yeek Doomed level 50
10th Regrowth 124th year of Ascendancy at 15:50 see stats
By yyyy the Yeek Doomed level 12
5th Flare 122nd year of Ascendancy at 00:04 see stats
By yyyy the Yeek Doomed level 50
26th Haze 123rd year of Ascendancy at 04:24 see stats
By yyyy the Yeek Doomed level 31
2nd Mirth 123rd year of Ascendancy at 23:22 see stats
By yyyy the Yeek Doomed level 19
73rd Haze 122nd year of Ascendancy at 11:10 see stats
By yyyy the Yeek Doomed level 41
56th Dusk 123rd year of Ascendancy at 19:31 see stats
Log
Acid Splash from Argoniel hits Yeek mindslayer for (25 to psi shield), 37 acid (37 total damage).
Acid Splash from Argoniel hits Yeek mindslayer for (25 to psi shield), 37 acid (37 total damage).
Acid Splash from Argoniel hits Yeek mindslayer for (25 to psi shield), 37 acid (37 total damage).
Yyyy's manaburn arcane area effect strikes Yeek mindslayer in the darkness (+28% damage).
Carrion worm mass's wormblight area effect hits Walking corpse for 68 blight damage.
Carrion worm mass's wormblight area effect hits Yeek mindslayer for 33 blight damage.
Carrion worm mass's wormblight area effect hits Yeek mindslayer for 68 blight damage.
Carrion worm mass's wormblight area effect hits Yeek mindslayer for 68 blight damage.
Yyyy's manaburn arcane area effect hits Walking corpse for 0 arcane damage.
Yyyy's manaburn arcane area effect hits Yeek mindslayer for 0 arcane damage.
Yyyy's manaburn arcane area effect hits Yeek mindslayer for 0 arcane damage.
Yyyy's manaburn arcane area effect hits Yeek mindslayer for 0 arcane damage.
High Sun Paladin Aeryn uses Infusion: Wild.
High Sun Paladin Aeryn lessens the pain.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn feels pain again.
High Sun Paladin Aeryn receives 93 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 93 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 93 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 93 healing from High Sun Paladin Aeryn's healing light area effect.
Xaren collapses.
You collect a new ingredient: xorn fragment (1).
Character control switched to yyyy.
yyyy the level 50 yeek doomed was battered to death by himself (how embarrassing) on level 11 of High Peak.