Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.4.4Official 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:
Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Kruk Shalore |
| Class | Paradox Mage |
| Level / Exp | 176 / 56% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 251.96 (base 186) |
| Dexterity | 163 (base 16) |
| Constitution | 153 (base 13) |
| Magic | 389.96 (base 186) |
| Willpower | 383.96 (base 186) |
| Cunning | 203 (base 38) |
Resources
| Mana | 1970/2889 |
| Psi | 291/453 |
| Life | 5559/6038 |
| Stamina | 1133/1539 |
| Paradox | 415 |
| Healing Factor | 1 |
| Regeneration | 20.25 |
Speed
| Mental | +26.07935261565% |
| Attack | +26.07935261565% |
| Movement | +10.000000000004% |
| Spell | +51.07935261566% |
| Global | +99.999999999998% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 41.422996032486 |
| See Invisible | 96.494184434369 |
| ESP Range | 20 |
| ESP Kinds | animal/canine, humanoid, giant |
Offense: Mainhand
| Damage | 436 |
| Accuracy | 68 |
| Crit Chance | 91% |
| APR | 11 |
| Speed | 0.79 |
Offense: Spell
| Spellpower | 132 |
| Crit Chance | 100% |
| Speed | 0.66190381589995 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 111 |
| Crit Chance | 81% |
| Speed | 0.79315128072435 |
Offense: Damage Bonus
| All | +10% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 130.70947847401 (30%) |
| Defense | 73 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 77 |
| Spell Save | 100 |
| Mental Save | 93 |
Defense: Resistances
| All | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 523% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 425% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1217 damage for 8 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 43 for 13 turns. While Heroism is active, you will only die when reaching -1718 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spellbinding | 1.30 |
| 17/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Chronomancy / Matter | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Gravity | 1.30 |
| 3/5 |
| 17/5 |
| 2/5 |
| 4/5 |
| Chronomancy / Stasis | 1.40 |
| 1/5 |
| 17/5 |
| 4/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 10/5 |
| 6/5 |
| 4/5 |
| Chronomancy / Timeline Threading | 1.40 |
| 17/5 |
| 1/5 |
| 17/5 |
| 4/5 |
| Chronomancy / Timetravel | 1.70 |
| 3/5 |
| 4/5 |
| 6/5 |
| 17/5 |
| Chronomancy / Flux | 1.40 |
| 1/5 |
| 6/5 |
| 17/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 10/5 |
| 6/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 16/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 17/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 0.90 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 8/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Matter Weaving |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Gravity Locus |
| talent | Phase Pulse |
| talent | Disintegration |
| talent | Empower |
| talent | Premonition |
| talent | Contingency |
| talent | Energy Decomposition |
| talent | Daunting Presence |
| talent | Extension |
| talent | Matrix |
| talent | Defensive Posture |
| talent | Reality Smearing |
| talent | Quicken |
| talent | Lucid Dreamer |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 13.0% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 37 and keeps you from dying even if your life drops to -1558. Heroism |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 7% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Increases attack, spell, and mind speed by 26%. 1 Time Dilation |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
| beneficial effect | All stats increased by 125. Pain Enhancement System |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -1 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+41% chance to avoid traps). Power 4+: Unfortunate End: There is a 32% chance that the damage you deal will increase by 34% if the increase would be enough to kill your opponent. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of voratun boots 'Lightningpyre' (Shrouds) (0 def, 5 armour) pair of voratun boots 'Lightningpyre' (Shrouds) (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -16% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 lightning / 4 fire Changes resistances: +10% arcane Changes resistances penetration: +10% arcane / +15% temporal Changes damage: +9% arcane / +9% temporal Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +50% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | plaguebringer's quiver of dragonbone arrows of torment (Shrouds) (21/21, 167% power, 18 apr) plaguebringer's quiver of dragonbone arrows of torment (Shrouds) (21/21, 167% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease * 20% chance to torment the target Damage (Ranged): +17 blight / +20 mind / +20 darkness Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's dwarven lantern of health (Madness) watchleader's dwarven lantern of health (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +50% Confusion immunity: +24% Maximum life: +80.00 Light radius: +10 See stealth: +24 See invisible: +24 Curse of Madness It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Un'fezan's Cap (Misfortune) (1 def, 0 armour) Un'fezan's Cap (Misfortune) (1 def, 0 armour)Requires: - Level 15 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. The set is complete. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +18 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Changes damage: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Mental save: +15 (+3 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) Mindpower: +8 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Casting speed: +10% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Misfortune This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This item has been sent to the Item's Vault. |
| Tool | voratun pickaxe of quickening (Nightmares) (dig speed 19 turns) voratun pickaxe of quickening (Nightmares) (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Exiler (Madness) Exiler (Madness)Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Madness It can be used to attempt to inflict 893.77 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s), costing 29 power out of 27/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. This item has been sent to the Item's Vault. |
| On fingers | Ring of Lost Love (Madness) Ring of Lost Love (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. Curse of Madness This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | ravager's drakeskin leather belt of the vagrant (Corpses) ravager's drakeskin leather belt of the vagrant (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +6 Con Changes resistances penetration: +18% physical Changes damage: +25% physical Maximum encumbrance: +50 Mental save: +15 (+3 eff.) Mindpower: +10 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (Shrouds) (136% power, 4 apr, temporal element) Rod of Sarrilon (Shrouds) (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Mana each turn: +0.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Shrouds A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (Corpses) (0 def, 6 armour) Dakhtun's Gauntlets (Corpses) (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% Curse of Corpses Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. The set is complete. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Spellpower: +23 (+4 eff.) Curse of Misfortune It can be used to activate talent Temporal Reprieve (costing 45 power out of 20/50) : Effective talent level: 1.7 Power cost: 45 out of 20/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. This item has been sent to the Item's Vault. |
| Cloak | Threads of Fate (Shrouds) (10 def, 0 armour) Threads of Fate (Shrouds) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) Curse of Shrouds It can be used to activate talent See the Threads (costing 45 power out of 24/50) : Effective talent level: 1.4 Power cost: 45 out of 24/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Around neck | Vox (Madness) Vox (Madness)Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Madness No force can hope to silence the wearer of this amulet. This item has been sent to the Item's Vault. |
Inventory
medical injector implant (efficiency 83% / cooldown 72%) medical injector implant (efficiency 83% / cooldown 72%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 72%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 520% / cooldown 52%) medical injector implant of the psychic (efficiency 520% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 520% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 327% / cooldown 59%) medical injector implant of the sneak (efficiency 327% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 327% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 283% / cooldown 58%) medical injector implant of the sneak (efficiency 283% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 283% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 408% / cooldown 60%) medical injector implant of the warrior (efficiency 408% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 408% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 367% / cooldown 67%) medical injector implant of the warrior (efficiency 367% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 367% efficiency and cooldown mod of 67%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 993) healing infusion of the wizard (heal 993)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 993 and cleanse 1 wound and poison effect. 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 ability. |
heroism infusion (+5 for 9 turns, die at -426) heroism infusion (+5 for 9 turns, die at -426)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -426 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+27 for 8 turns, die at -849) heroism infusion of the duelist (+27 for 8 turns, die at -849)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 8 turns. While Heroism is active, you will only die when reaching -849 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+34 for 8 turns, die at -1416) heroism infusion of the sneak (+34 for 8 turns, die at -1416)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 8 turns. While Heroism is active, you will only die when reaching -1416 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the sneak (113 nature damage, 62% healing reduction)insidious poison infusion of the sneak (113 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 113.77 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
movement infusion (300% speed; 5 turns) movement infusion (300% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1370 over 5 turns) regeneration infusion of the warrior (heal 1370 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1370 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure mental)wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 62%; cure physical) wild infusion of the psychic (resist 62%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 62% for 8 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 ability. |
wild infusion of the warrior (resist 51%; cure mental, physical) wild infusion of the warrior (resist 51%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 51% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
acid wave rune of the wizard (692 acid damage; dur 5; apply 130) acid wave rune of the wizard (692 acid damage; dur 5; apply 130)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 692.95 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 130. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (923 fire damage) heat beam rune of the psychic (923 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 923.04 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (1049 lightning damage) lightning rune of the psychic (1049 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 349.85 to 1049.54 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (1174 lightning damage) lightning rune of the wizard (1174 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 391.57 to 1174.72 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (1115% regen over 10 turns; 55 instant mana)manasurge rune (1115% regen over 10 turns; 55 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1115% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (2992% regen over 10 turns; 149 instant mana) manasurge rune of the psychic (2992% regen over 10 turns; 149 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2992% for 10 turns and instantly restoring 149 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (2401% regen over 10 turns; 120 instant mana) manasurge rune of the sneak (2401% regen over 10 turns; 120 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2401% for 10 turns and instantly restoring 120 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 12; power 25; dur 6)phase door rune (range 12; power 25; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 14; power 40; dur 6) phase door rune (range 14; power 40; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 31; power 92; dur 8) phase door rune of the warrior (range 31; power 92; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 92%, your defense is increased by 92 and all your resistances by 92%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 31; power 92; dur 8) phase door rune of the warrior (range 31; power 92; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 92%, your defense is increased by 92 and all your resistances by 92%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 8 turns)shielding rune (absorb 462 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 1217 for 8 turns) shielding rune of the warrior (absorb 1217 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1217 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1434 for 5 turns) shielding rune of the wizard (absorb 1434 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1434 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1531 for 8 turns) shielding rune of the wizard (absorb 1531 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1531 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1469 for 5 turns) shielding rune of the wizard (absorb 1469 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1469 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1586 for 8 turns) shielding rune of the wizard (absorb 1586 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1586 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 81)teleportation rune (range 81) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 53) teleportation rune (range 53)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 471) teleportation rune of the psychic (range 471)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 471 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 453) teleportation rune of the wizard (range 453)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 453 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 13; dur 25; see demon)vision rune (radius 13; dur 25; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 27) for 25 turns. Your mind will become more receptive for 25 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 890 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Choker of Dread (Nightmares) Choker of Dread (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 Curse of Nightmares It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Duvarig the Ravenflash (Misfortune) Duvarig the Ravenflash (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: Accuracy: +4 (+1 eff.) Armour penetration: +1 Physical power: +6 (+1 eff.) Fatigue: -2% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Con Changes resistances: +15% darkness Changes resistances penetration: +5% fire Changes damage: +13% blight / +15% fire / +6% darkness Talent mastery: +0.40 Chronomancy / Chronomancy Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +50 (+11 eff.) Life regen: +3.00 Stamina each turn: +0.40 Maximum life: +80.00 Spellpower: +15 (+3 eff.) Healing mod.: +10% Curse of Misfortune Amulets can have magical properties. |
Feathersteel Amulet (Misfortune) Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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. |
Flashblur the voratun amulet (Shrouds) Flashblur the voratun amulet (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +6 Defense: +17 (+4 eff.) Fatigue: -10% Changes stats: +14 Dex / +3 Wil / +12 Cun / +10 Con / +19 Lck Changes damage: +9% lightning Talent mastery: +0.40 Psionic / Dreaming Blindness immunity: +10% Poison immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Life regen: +1.50 Stamina each turn: +1.50 See invisible: +6 Movement speed: +10% Reduce all damage from unseen attackers: 20% Curse of Shrouds Amulets can have magical properties. |
Gardanion, the Light of God (Nightmares) Gardanion, the Light of God (Nightmares)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+6 eff.) Mindpower: +40 (+6 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+8 eff.) Curse of Nightmares "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Poxwing the voratun amulet (Corpses) Poxwing the voratun amulet (Corpses)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +5 Physical power: +8 (+2 eff.) Changes stats: +6 Mag Changes resistances: +9% mind / +3% physical / +30% light / +30% darkness Changes resistances penetration: +20% nature Changes damage: +9% nature Reduces incoming crit damage: 20.00% Physical save: +25 (+6 eff.) Spell save: +22 (+4 eff.) Mental save: +22 (+5 eff.) Blindness immunity: +50% Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +20.00 Maximum mana: +60.00 Healing mod.: +10% Curse of Corpses Amulets can have magical properties. |
Sunstone (Shrouds) Sunstone (Shrouds)Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 Curse of Shrouds This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Unflinching Eye (Shrouds) Unflinching Eye (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye (costing 54 power out of 60/60) : Effective talent level: 1.8 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 15 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
This item will automatically be transmogrified when you leave the level. archmage's voratun amulet of soulsearing (Shrouds)archmage's voratun amulet of soulsearing (Shrouds) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% lightning / +15% blight / +19% fire / +8% cold / +7% acid Critical mult.: +19.00% Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Curse of Shrouds Amulets can have magical properties. |
enraging steel amulet of strength (+4) (Madness) enraging steel amulet of strength (+4) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str Changes damage: +6% physical Combat speed: +10% Curse of Madness Amulets can have magical properties. |
protective voratun amulet of murder (Shrouds) protective voratun amulet of murder (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +5 Defense: +10 (+2 eff.) Changes resistances cap: +7% all Critical mult.: +20.00% Physical save: +27 (+6 eff.) Curse of Shrouds Amulets can have magical properties. |
restful stralite amulet of mastery (0.33 Steamtech / Physics) (Shrouds) restful stralite amulet of mastery (0.33 Steamtech / Physics) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Talent mastery: +0.33 Steamtech / Physics Life regen: +3.80 Curse of Shrouds Amulets can have magical properties. |
serendipitous steel amulet of soulsearing (Misfortune) serendipitous steel amulet of soulsearing (Misfortune)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Lck Changes damage: +5% blight / +7% fire Critical mult.: +11.00% Spellpower: +7 (+1 eff.) Reduce all damage from unseen attackers: 12% Curse of Misfortune Amulets can have magical properties. |
serendipitous voratun amulet of murder (Shrouds) serendipitous voratun amulet of murder (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Defense: +7 (+2 eff.) Changes stats: +17 Lck Critical mult.: +15.00% Reduce all damage from unseen attackers: 14% Curse of Shrouds Amulets can have magical properties. |
wanderer's voratun amulet of vision (Corpses) wanderer's voratun amulet of vision (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +9 Cun / +10 Con Blindness immunity: +38% Life regen: +1.50 Stamina each turn: +1.50 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Curse of Corpses Amulets can have magical properties. |
warrior's gold amulet of cunning (+4) (Misfortune) warrior's gold amulet of cunning (+4) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Curse of Misfortune Amulets can have magical properties. |
Cyrylrassra the steel ring (Corpses) Cyrylrassra the steel ring (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Physical power: +6 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% temporal / +24% nature / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +12% nature Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Dazzlemark the voratun ring (Nightmares) Dazzlemark the voratun ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +7% arcane / +12% cold Changes resistances penetration: +20% light Spell save: +10 (+2 eff.) Life regen: +0.80 Maximum life: +100.00 Light radius: +2 Healing mod.: +30% Curse of Nightmares Rings can have magical properties. |
Glory of the Pride (Shrouds) Glory of the Pride (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine (Shrouds) Inertial Twine (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black Ring (Madness) The Black Ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." |
Void Orb (Misfortune) Void Orb (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Misfortune It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 392.15 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's stralite ring of clarity (Shrouds) gladiator's stralite ring of clarity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +9 Con Mental save: +13 (+3 eff.) Confusion immunity: +40% Curse of Shrouds Rings can have magical properties. |
gladiator's voratun ring of misery (Nightmares) gladiator's voratun ring of misery (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
gold ring of lightning (+22%) (Misfortune) gold ring of lightning (+22%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Curse of Misfortune Rings can have magical properties. |
painweaver's stralite ring of life (Madness) painweaver's stralite ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+3 eff.) Changes damage: +8% all Life regen: +1.70 Maximum life: +88.00 Spellpower: +12 (+2 eff.) Mindpower: +17 (+3 eff.) Healing mod.: +26% Curse of Madness Rings can have magical properties. |
steel ring of tenacity (Corpses) steel ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +25.00 Curse of Corpses Rings can have magical properties. |
titan's copper ring of the mind (+10%) (Corpses) titan's copper ring of the mind (+10%) (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Changes damage: +10% mind Physical save: +6 (+2 eff.) Curse of Corpses Rings can have magical properties. |
titan's voratun ring of speed (Nightmares) titan's voratun ring of speed (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +11 (+3 eff.) Changes stats: +9 Con Physical save: +18 (+4 eff.) Movement speed: +20% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
treant's voratun ring of life (Shrouds) treant's voratun ring of life (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +15% blight Poison immunity: +30% Disease immunity: +30% Life regen: +1.50 Maximum life: +100.00 Healing mod.: +21% Curse of Shrouds Rings can have magical properties. |
voratun ring (Madness) voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings can have magical properties. |
Blackmistress (Misfortune) (183% power, 4 apr) Blackmistress (Misfortune) (183% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 blight Burst (radius 1) on hit: +12 mind When wielded/worn: Physical crit. chance: +21.0% Physical power: +41 (+8 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Dex / +4 Mag / +1 Wil / +3 Cun / +12 Con Changes resistances: +12% darkness Changes resistances penetration: +16% physical Disarm immunity: +44% Mental crit. chance: +2% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +50 Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic voratun battleaxe of evisceration (Corpses) (171% power, 4 apr)acidic voratun battleaxe of evisceration (Corpses) (171% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +24 acid When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+4 eff.) Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing voratun battleaxe of ruin (Madness) (169% power, 4 apr)arcing voratun battleaxe of ruin (Madness) (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Critical mult.: +28.00% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun battleaxe of ruin (Madness) (171% power, 4 apr)thought-forged voratun battleaxe of ruin (Madness) (171% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom Damage (Melee): +35 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +13.0% Changes stats: +9 Cun / +10 Wil Critical mult.: +27.00% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thunderous voratun dagger of ruin (Shrouds) (147% power, 9 apr)thunderous voratun dagger of ruin (Shrouds) (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 27% chance to daze When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning Critical mult.: +16.00% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of the leech (Shrouds) (146% power, 9 apr)voratun dagger of the leech (Shrouds) (146% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 16 nature slow Curse of Shrouds Sharp, short and deadly. |
Sawrd (Corpses) (136% power, 19 apr) Sawrd (Corpses) (136% power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 136% Range: 1.6x Uses stat: 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault Curse of Corpses A brutal weapon of countless blades. |
This item will automatically be transmogrified when you leave the level. insidious voratun greatsword of shearing (Corpses) (172% power, 4 apr)insidious voratun greatsword of shearing (Corpses) (172% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +65 insidious poison When wielded/worn: Armour penetration: +21 Changes resistances penetration: +21% physical Changes damage: +21% physical Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of crippling (Corpses) (175% power, 4 apr)voratun greatsword of crippling (Corpses) (175% 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: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of dampening (Nightmares)dragonbone longbow of dampening (Nightmares) Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances: +17% acid / +17% fire / +17% lightning / +16% cold Spell save: +13 (+3 eff.) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (Corpses) (150% power, 10 apr) Blade of Distorted Time (Corpses) (150% power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal Curse of Corpses It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.8 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 1257.79 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
This item will automatically be transmogrified when you leave the level. Noonglamour the voratun longsword (Shrouds) (150% power, 6 apr)Noonglamour the voratun longsword (Shrouds) (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Light Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +18 blight / +8 light Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 12 nature / 8 mind Changes stats: +2 Cun Changes resistances: +6% light / +3% darkness Changes damage: +3% mind / +9% nature Grants telepathy: Demon/Minor Demon/Major Disease immunity: +28% Psi when hit: +0.04 Maximum hate: +8.00 Mindpower: +6 (+1 eff.) Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. creative living mindstar of venom (Madness) (114% power, 40 apr, nature damage)creative living mindstar of venom (Madness) (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes stats: +8 Cun Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Critical mult.: +19.00% Life regen: +1.30 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of flames (Corpses) (114% power, 40 apr, mind damage)nature's living mindstar of flames (Corpses) (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +9% blight / +16% fire Changes resistances penetration: +20% fire Changes damage: +10% nature / +19% fire Disease immunity: +24% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Global speed: +6% 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. wrathful living mindstar of flames (Shrouds) (114% power, 40 apr, mind damage)wrathful living mindstar of flames (Shrouds) (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar is wrathful to the hated. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +11% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +17% Global speed: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (Corpses) (117% power, 4 apr, darkness element) Eclipse (Corpses) (117% power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Curse of Corpses This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Telos's Staff (Bottom Half) (Madness) Telos's Staff (Bottom Half) (Madness)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Madness The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (Shrouds) (143% power, 0 apr, cold element) Telos's Staff (Top Half) (Shrouds) (143% power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% Curse of Shrouds The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of protection (Misfortune) (136% power, 6 apr, temporal element)bloodlich's dragonbone starstaff of protection (Misfortune) (136% power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Cun / +10 Con Changes resistances: +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +30.00% Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +48.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of blasting (Misfortune) (136% power, 6 apr, darkness element)dragonbone vilestaff of blasting (Misfortune) (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +25 (+4 eff.) Spell crit. chance: +15% Curse of Misfortune It can be used to unleash an elemental blastwave, dealing 280.57 to 336.68 darkness damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff of wizardry (Shrouds) (136% power, 6 apr, arcane element)ethereal dragonbone magestaff of wizardry (Shrouds) (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: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +23 (+6 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +6 Mag / +6 Wil Changes damage: +30% arcane Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone starstaff of blasting (Misfortune) (136% power, 6 apr, darkness element)infernal dragonbone starstaff of blasting (Misfortune) (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +31 (+5 eff.) Spell crit. chance: +15% See invisible: +19 Curse of Misfortune It can be used to unleash an elemental blastwave, dealing 280.57 to 336.68 darkness damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood starstaff of invocation (Nightmares) (129% power, 5 apr, temporal element)infernal elven-wood starstaff of invocation (Nightmares) (129% power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +31.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +30 (+5 eff.) Spell crit. chance: +4% See invisible: +17 Curse of Nightmares It can be used to conjure elemental energy in a radius 8 cone, dealing 264.47 to 317.36 temporal damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone magestaff of invocation (Nightmares) (136% power, 6 apr, fire element)magelord's dragonbone magestaff of invocation (Nightmares) (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: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 40 arcane Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +120.00 Spellpower: +34 (+5 eff.) Spell crit. chance: +5% Curse of Nightmares It can be used to conjure elemental energy in a radius 10 cone, dealing 280.57 to 336.68 fire damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blazebringer's orichalcum trident of ruin (Corpses) (163% power, 16 apr)blazebringer's orichalcum trident of ruin (Corpses) (163% power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +28 fire When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Changes resistances penetration: +21% fire Critical mult.: +28.00% Global speed: +8% Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. elemental orichalcum trident of crippling (Corpses) (164% power, 16 apr)elemental orichalcum trident of crippling (Corpses) (164% power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 164% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +24% acid / +24% fire / +24% lightning / +24% cold Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. thunderous orichalcum trident of erosion (Madness) (163% power, 16 apr)thunderous orichalcum trident of erosion (Madness) (163% power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 49% chance to daze Damage (Melee): +28 nature / +28 temporal When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +21% lightning Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's orichalcum trident of daylight (Nightmares) (165% power, 16 apr)warbringer's orichalcum trident of daylight (Nightmares) (165% power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 165% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +28 light Damage against: +42% Undead When wielded/worn: Physical power: +17 (+4 eff.) Changes stats: +10 Con Changes resistances penetration: +20% physical Disarm immunity: +48% Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe of shearing (Nightmares) (150% power, 6 apr)blazebringer's voratun waraxe of shearing (Nightmares) (150% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 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 / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +20 fire When wielded/worn: Armour penetration: +15 Changes resistances penetration: +15% fire / +15% physical Changes damage: +15% physical Global speed: +5% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe of massacre (Nightmares) (168% power, 6 apr)quick voratun waraxe of massacre (Nightmares) (168% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of amnesia (Shrouds) (150% power, 6 apr)voratun waraxe of amnesia (Shrouds) (150% power, 6 apr) Requires: - Strength 48 Infused by psionic 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 / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe of projection (Shrouds) (149% power, 6 apr)warbringer's voratun waraxe of projection (Shrouds) (149% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +18 mind When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +15% physical Disarm immunity: +35% Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
Whip of Urh'Rok (Nightmares) (167% power, 0 apr) Whip of Urh'Rok (Nightmares) (167% power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+3 eff.) See invisible: +2 When carried: Changes damage: +8% blight Curse of Nightmares With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Corruptionvein (Misfortune) Corruptionvein (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 4 arcane / 8 mind Changes resistances: +12% temporal / +3% nature / +10% arcane Changes resistances penetration: +10% temporal / +10% arcane / +10% nature Spell save: +14 (+3 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Moyon (Shrouds) Moyon (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Fatigue: +0% Changes resistances: +3% fire / +3% mind / +9% temporal Changes damage: +12% mind Maximum encumbrance: +0 Physical save: +23 (+5 eff.) Spell save: +20 (+4 eff.) Curse of Shrouds A belt that goes around your waist. |
Nereta the Woejeer (Misfortune) Nereta the Woejeer (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +12 (+3 eff.) Fatigue: +0% Changes stats: +8 Con / +6 Wil Changes resistances: +15% darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness Critical mult.: +9.00% Maximum encumbrance: +0 Spell save: +14 (+3 eff.) Mental save: +29 (+6 eff.) Maximum life: +110.00 Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +10 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Sunspike (Madness) Sunspike (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +1 Cun / +1 Mag Changes resistances: +8% cold / +7% fire See invisible: +9 Curse of Madness A belt that goes around your waist. |
drakeskin leather belt 'Burnnull' (Madness) drakeskin leather belt 'Burnnull' (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 8 physical Changes resistances: +9% lightning / +9% temporal Changes resistances penetration: +20% fire Changes damage: +12% physical Maximum encumbrance: +40 Spell save: +35 (+6 eff.) Cut immunity: +25% Stun/Freeze immunity: +20% Size category: +1 Curse of Madness A belt that goes around your waist. |
hardened leather belt of the mystic (Misfortune) hardened leather belt of the mystic (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Spellpower: +3 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
monstrous drakeskin leather belt (Misfortune) monstrous drakeskin leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +6 Con Physical save: +15 (+4 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
monstrous drakeskin leather belt of transcendence (Madness) monstrous drakeskin leather belt of transcendence (Madness)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +6 Con Physical save: +28 (+6 eff.) Mindpower: +12 (+2 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
nightruned drakeskin leather belt of the mystic (Corpses) nightruned drakeskin leather belt of the mystic (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +13% light / +13% darkness Mental save: +5 (+1 eff.) Spellpower: +7 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
skylord's drakeskin leather belt of life (Misfortune) skylord's drakeskin leather belt of life (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Dex / +7 Wil / +7 Cun Physical save: +20 (+5 eff.) Spell save: +16 (+3 eff.) Mental save: +20 (+4 eff.) Life regen: +3.60 Healing mod.: +30% Curse of Misfortune A belt that goes around your waist. |
Cloth of Dreams (Shrouds) (10 def, 0 armour) Cloth of Dreams (Shrouds) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 105 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (Madness) (10 def, 0 armour) Ethereal Embrace (Madness) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Madness It can be used to activate talent Aether Breach (costing 25 power out of 28/28) : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 222.09 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Jetpack (Madness) (10 def, 0 armour) Jetpack (Madness) (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness Finally. |
Wrap of Stone (Corpses) (0 def, 10 armour) Wrap of Stone (Corpses) (0 def, 10 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) Curse of Corpses It can be used to activate talent Stone Wall (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 399.79 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
elven-silk cloak 'Zanerin' (Shrouds) (3 def, 0 armour) elven-silk cloak 'Zanerin' (Shrouds) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +6 Dex / +10 Con Changes resistances: +12% acid / +20% blight / +3% mind / +8% arcane / +19% nature Changes resistances penetration: +10% mind / +5% acid Changes damage: +6% acid / +9% mind / +9% arcane Talent mastery: +0.40 Technique / Combat training Spell save: -28 (-5 eff.) Life regen: +3.00 Stamina each turn: +1.40 Mana each turn: -0.60 Healing mod.: +24% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak of fog (Madness) (13 def, 0 armour)elven-silk cloak of fog (Madness) (13 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes resistances: +18% light / +22% fire Stealth bonus: +15 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. marshal's elven-silk cloak of implacability (Misfortune) (3 def, 0 armour)marshal's elven-silk cloak of implacability (Misfortune) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +5 Con Physical save: +29 (+7 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +97.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (Corpses) (6 def, 0 armour) Black Robe (Corpses) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). Curse of Corpses A silk robe, darker than the darkest night sky, it radiates power. |
Muckgasher (Corpses) (5 def, 0 armour) Muckgasher (Corpses) (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 60% chance to daze Damage when hit (Melee): 8 nature Changes stats: +12 Con Changes resistances: +3% acid / +34% cold / +3% blight Changes damage: +55% nature / +19% cold Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Poison immunity: +93% Disease immunity: +99% Cut immunity: +9% Confusion immunity: +10% Teleport immunity: +35% Life regen: +0.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Suntitan (Misfortune) (5 def, 0 armour) Suntitan (Misfortune) (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 40 fire Changes stats: +8 Str / +8 Mag / +8 Wil / +16 Cun Changes resistances: +20% lightning / +14% cold / +10% arcane / +3% fire Changes resistances penetration: +15% arcane Changes damage: +22% lightning / +15% physical / +20% light / +18% cold / +3% fire / +6% arcane / +32% darkness Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (Corpses) (0 def, 0 armour) Vestments of the Conclave (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spell crit. chance: +15% Curse of Corpses An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
ancient elven-silk robe of Angolwen (Corpses) (5 def, 0 armour) ancient elven-silk robe of Angolwen (Corpses) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +16 Mag / +6 Wil Changes resistances penetration: +15% physical / +11% temporal Changes damage: +20% physical / +17% temporal Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (Shrouds) (5 def, 0 armour) ancient elven-silk robe of power (Shrouds) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Mag Changes resistances penetration: +15% temporal / +15% physical Changes damage: +20% temporal / +18% physical / +20% all Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +20 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Thunderwilter' (Shrouds) (15 def, 0 armour) elven-silk robe 'Thunderwilter' (Shrouds) (15 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+4 eff.) Ranged Defense: +10 (+3 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +2 Str / +10 Mag / +10 Cun Changes resistances: +6% acid Changes resistances penetration: +15% temporal / +14% physical Changes damage: +6% lightning / +20% temporal / +3% darkness / +9% nature / +32% physical Critical mult.: +29.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +30 Mental save: +50 (+10 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +5% Pinning immunity: +5% Life regen: +0.00 Stamina each turn: +0.20 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +15 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven silk robe of life (Corpses) (3 def, 0 armour) fearwoven silk robe of life (Corpses) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Changes resistances penetration: +10% darkness / +16% physical Changes damage: +14% darkness / +17% physical Life regen: +4.60 Maximum life: +88.00 Maximum hate: +13.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Healing mod.: +26% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's woollen robe of power (Madness) (0 def, 0 armour)tormentor's woollen robe of power (Madness) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes damage: +11% all Critical mult.: +14.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Spellpower: +14 (+2 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Brightire the pair of drakeskin leather boots (Nightmares) (10 def, 5 armour)Brightire the pair of drakeskin leather boots (Nightmares) (10 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Wil / +17 Mag Changes resistances: +12% light Changes damage: +12% light / +6% mind Grants telepathy: Demon/Minor Demon/Major Spell save: +8 (+2 eff.) Mana each turn: +0.54 Mana when firing critical spell: +1.00 Maximum mana: +117.00 Spell crit. chance: +4% Lowers spell cool-downs by: 10% Light radius: +2 Curse of Nightmares A pair of boots made of leather. |
Scaldrebel the pair of drakeskin leather boots (Madness) (0 def, 15 armour) Scaldrebel the pair of drakeskin leather boots (Madness) (0 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Fatigue: +5% Damage when hit (Melee): 12 blight / 12 fire / 8 mind Changes resistances: +6% blight Changes resistances penetration: +15% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +30.00% Physical save: +14 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +35 (+7 eff.) Maximum psi: +30.00 Mental crit. chance: +2% Infravision radius: +3 Curse of Madness A pair of boots made of leather. |
Scorched Boots (Misfortune) (4 def, 4 armour) Scorched Boots (Misfortune) (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% Curse of Misfortune It can be used to activate talent Poison Storm (costing 27 power out of 40/40) : Effective talent level: 3.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 47.81 blight damage and is poisoned for 191.23 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, reducing healing factor by 120%. At talent level 4 you have a chance to inflict Numbing Blight, reducing damage dealt by 72%. At talent level 6 you have a chance to inflict Crippling Blight, giving a 60% chance for talent failure. The chance is evenly split between possible effects. The damage and secondary effects will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Shifting Boots (Nightmares) (7 def, 1 armour) Shifting Boots (Nightmares) (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Nightmares It can be used to blink to a nearby random location within range 29 (based on Magic), costing 20 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Steam Powered Boots (Shrouds) (8 def, 15 armour) Steam Powered Boots (Shrouds) (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Shrouds Boots. But with steam power! |
The Black Boots (Misfortune) (2 def, 1 armour) The Black Boots (Misfortune) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Misfortune "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of rushing (Corpses) (0 def, 5 armour)pair of voratun boots of rushing (Corpses) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. undeterred pair of voratun boots of tirelessness (Nightmares) (0 def, 5 armour)undeterred pair of voratun boots of tirelessness (Nightmares) (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +43% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +36.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of void walking (Madness) (0 def, 5 armour) undeterred pair of voratun boots of void walking (Madness) (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +26% darkness / +24% temporal Changes resistances penetration: +20% darkness / +20% temporal Silence immunity: +50% Confusion immunity: +38% Stun/Freeze immunity: +50% Defense after a teleport: +21 Resist all after a teleport: +19% New effects duration reduction after a teleport: +29% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (Madness) (0 def, 4 armour) Assassin's Surprise (Madness) (0 def, 4 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Activating this item is instant. Curse of Madness It can be used to fire a poisonous bolt out to range 6 that deals 48 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 144 addition nature damage over 3 turns (damage based on Cunning), costing 11 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Gloves of the Firm Hand (Madness) (0 def, 8 armour) Gloves of the Firm Hand (Madness) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +39% Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Madness These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Steam Powered Gauntlets (Corpses) (0 def, 12 armour) Steam Powered Gauntlets (Corpses) (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Curse of Corpses Gauntlets. But with steam power! |
alchemist's hardened leather gloves of dispersion (Misfortune) (0 def, 2 armour) alchemist's hardened leather gloves of dispersion (Misfortune) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 6 lightning / 7 fire / 13 arcane / 7 cold Changes stats: +12 Mag / +12 Wil Changes resistances: +8% arcane Curse of Misfortune It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. blighted voratun gauntlets of magic (+6) (Madness) (0 def, 3 armour)blighted voratun gauntlets of magic (+6) (Madness) (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 blight Changes stats: +6 Mag Changes resistances: +10% blight Changes damage: +11% blight / +11% arcane Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets (Shrouds) (0 def, 9 armour)heroic voratun gauntlets (Shrouds) (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +10 (+2 eff.) Maximum life: +80.00 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (Corpses) (-10 def, 0 armour) Cap of the Undisturbed Mind (Corpses) (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-1 eff.) Mindpower: -10 (-2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Allows you to resist the most terrible assaults on your mind. Curse of Corpses To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Crown of Eternal Night (Misfortune) (0 def, 3 armour) Crown of Eternal Night (Misfortune) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Misfortune This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Golachak the dwarven-steel helm (Madness) (0 def, 4 armour) Golachak the dwarven-steel helm (Madness) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +7 Dex / +0 Cun / +5 Con Changes resistances: +3% blight / +8% nature / +5% arcane Spell save: +3 (+1 eff.) Mental save: +0 (+0 eff.) Maximum life: +64.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +17% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbus of Enlightenment (Nightmares) (7 def, 0 armour) Nimbus of Enlightenment (Nightmares) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-5 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. Curse of Nightmares By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Quasit's Skull (Misfortune) (0 def, 12 armour) Quasit's Skull (Misfortune) (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Curse of Misfortune Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steam Powered Helm (Madness) (3 def, 12 armour) Steam Powered Helm (Madness) (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Curse of Madness A Helmet. But with steam power! |
Visage of Nektosh (Misfortune) (4 def, 8 armour) Visage of Nektosh (Misfortune) (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. Curse of Misfortune You always thought his horns looked kind of stupid, to be honest. |
aegis elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +0 Cun / +9 Con Changes damage: +16% arcane Mental save: +0 (+0 eff.) Life regen: +6.00 Damage Shield Power: +11% Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 23 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Shinesage' (Madness) (2 def, 0 armour) cashmere wizard hat 'Shinesage' (Madness) (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind / 16 light Changes stats: +4 Mag / +3 Wil Changes resistances: +7% fire / +10% physical / +8% darkness / +8% cold Changes damage: +7% darkness / +10% physical Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Curse of Madness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather cap of the depths (Madness) (0 def, 5 armour)insulating drakeskin leather cap of the depths (Madness) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% fire / +25% cold Allows you to breathe in: water Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging drakeskin leather cap of dexterity (+10) (Nightmares) (0 def, 5 armour)mindcaging drakeskin leather cap of dexterity (+10) (Nightmares) (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +23% mind Mental save: +30 (+6 eff.) Confusion immunity: +49% Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing voratun mail armour of command (Misfortune) (20 def, 20 armour)cleansing voratun mail armour of command (Misfortune) (20 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+5 eff.) Fatigue: +16% Changes stats: +6 Cun Changes resistances: +19% nature / +19% blight Mental save: +22 (+5 eff.) Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of delving (Shrouds) (5 def, 20 armour)hardened voratun mail armour of delving (Shrouds) (5 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +10 Str Changes resistances: +12% acid / +28% physical / +20% darkness / +11% cold / +13% lightning / +12% fire Light radius: +2 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Glowswift the drakeskin leather armour (Nightmares) (5 def, 8 armour)Glowswift the drakeskin leather armour (Nightmares) (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 acid / 16 arcane / 12 mind Changes resistances: +20% light / +19% darkness / +11% arcane Changes resistances penetration: +10% light / +5% acid Changes damage: +21% acid / +12% light / +9% arcane Curse of Nightmares A suit of armour made of leather. |
Masochism (Shrouds) (0 def, 0 armour) Masochism (Shrouds) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Shrouds It can be used to activate talent Blood Grasp (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 559.90 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (Misfortune) (15 def, 12 armour) Molten Skin (Misfortune) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% Curse of Misfortune It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 277.08 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of natural resilience (Madness) (9 def, 16 armour)radiant voratun plate armour of natural resilience (Madness) (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 13 light Changes stats: +6 Wil Changes resistances: +38% blight / +20% nature / +30% darkness Reduced damage from: +15% Unnatural Light radius: +2 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of implacability (Shrouds) (9 def, 26 armour)searing voratun plate armour of implacability (Shrouds) (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +16% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 16 fire Changes resistances: +30% acid / +30% fire Physical save: +15 (+4 eff.) Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of thunder (Misfortune) (9 def, 16 armour)searing voratun plate armour of thunder (Misfortune) (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +25 (+5 eff.) Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 14 acid / 16 fire Changes stats: +10 Str / +10 Mag / +8 Wil Changes resistances: +29% acid / +30% fire / +20% lightning Spellpower: +25 (+4 eff.) Spell crit. chance: +10% Mindpower: +22 (+3 eff.) Mental crit. chance: +10% Curse of Misfortune A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 89 power out of 100/100. The very essence of bearness! |
barbed quiver of dragonbone arrows of annihilation (Corpses) (22/22, 176% power, 30 apr) barbed quiver of dragonbone arrows of annihilation (Corpses) (22/22, 176% power, 30 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 176% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 22 On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +20 bleed Curse of Corpses Arrows are used with bows to pierce your foes to death. |
flaming quiver of dragonbone arrows of crippling (Corpses) (21/21, 164% power, 18 apr) flaming quiver of dragonbone arrows of crippling (Corpses) (21/21, 164% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 21 On weapon crit: * cripple the target Burst (radius 1) on hit: +25 fire Curse of Corpses Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. insidious quiver of dragonbone arrows of crippling (Corpses) (21/21, 165% power, 18 apr)insidious quiver of dragonbone arrows of crippling (Corpses) (21/21, 165% power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +17.0% Capacity: 21 On weapon crit: * cripple the target Damage (Ranged): +60 insidious poison Curse of Corpses Arrows are used with bows to pierce your foes to death. |
manaburning quiver of dragonbone arrows of the leech (Misfortune) (18/18, 165% power, 18 apr) manaburning quiver of dragonbone arrows of the leech (Misfortune) (18/18, 165% power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 18 On weapon hit: * 25 arcane resource burn * Slows global speed by 20% * leeches stamina from the target Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of dragonbone arrows of crippling (Nightmares) (21/21, 167% power, 18 apr)plaguebringer's quiver of dragonbone arrows of crippling (Nightmares) (21/21, 167% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease On weapon crit: * cripple the target Damage (Ranged): +17 blight Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of vileness (Madness) (23/23, 165% power, 18 apr) plaguebringer's quiver of dragonbone arrows of vileness (Madness) (23/23, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to disease Damage (Ranged): +37 blight Curse of Madness Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of annihilation (Nightmares) (22/22, 179% power, 30 apr) quiver of dragonbone arrows of annihilation (Nightmares) (22/22, 179% power, 30 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 179% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 22 Travel speed: +200% Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
sentry's quiver of ash arrows (Corpses) (45/46, 131% power, 13 apr) sentry's quiver of ash arrows (Corpses) (45/46, 131% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 131% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +1.5% Capacity: 46 Turns elapse between self-loadings: 3 Curse of Corpses Arrows are used with bows to pierce your foes to death. |
tundral quiver of dragonbone arrows of wind (Nightmares) (22/22, 165% power, 18 apr) tundral quiver of dragonbone arrows of wind (Nightmares) (22/22, 165% power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +32 cold Burst (radius 2) on crit: +15 cold Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
1047 alchemist agate (Nightmares) 1047 alchemist agate (Nightmares)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
32 onyx 32 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. |
11 aquamarine 11 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. |
20 lapis lazuli 20 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 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. |
26 sapphire 26 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glitterwhisper the voratun pickaxe (Madness) (dig speed 23 turns) Glitterwhisper the voratun pickaxe (Madness) (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Str Changes resistances: +6% temporal / +15% nature / +24% light Changes resistances penetration: +10% light / +10% temporal Changes damage: +3% temporal / +10% nature / +6% light Light radius: +1 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (Misfortune) (dig speed 12 turns) Pick of Dwarven Emperors (Misfortune) (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig Curse of Misfortune This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
crystalomancer's voratun pickaxe (Madness) (dig speed 21 turns) crystalomancer's voratun pickaxe (Madness) (dig speed 21 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Mag Maximum mana: +56.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Wildpower' (Corpses) (dig speed 12 turns) voratun pickaxe 'Wildpower' (Corpses) (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +9% blight / +6% fire / +6% mind Changes damage: +6% nature / +12% blight Critical mult.: +19.00% Reduces incoming crit damage: 5.00% Cut immunity: +15% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +4% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (Shrouds) (dig speed 18 turns) voratun pickaxe of quickening (Shrouds) (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
26 emerald 26 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. |
44 jade 44 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. |
37 turquoise 37 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage (Shrouds) Umbraphage (Shrouds)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 Shrouds It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 465.30 darkness damage (based on Mindpower and charge), costing 9 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. |
This item will automatically be transmogrified when you leave the level. bright dwarven lantern of the zealot (Madness)bright dwarven lantern of the zealot (Madness) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +15 (+3 eff.) Light radius: +9 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Dimstreak' (Shrouds) dwarven lantern 'Dimstreak' (Shrouds)Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 fire / 8 darkness / 4 arcane Changes stats: +2 Dex / +8 Mag / +2 Wil Changes resistances: +10% fire Critical mult.: +3.00% Physical save: +50 (+11 eff.) Spell save: +35 (+6 eff.) Mental save: +14 (+3 eff.) Stamina each turn: +0.20 Maximum vim: +30.00 Spellpower: +17 (+3 eff.) Light radius: +6 Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern of corpselight (Madness) dwarven lantern of corpselight (Madness)Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% blight / +15% darkness Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +4 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 49 blight damage or heals 63 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. ethereal dwarven lantern (Madness)ethereal dwarven lantern (Madness) Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Spellpower: +17 (+3 eff.) Light radius: +6 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of the sun (Nightmares) ethereal dwarven lantern of the sun (Nightmares)Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +10% darkness Changes damage: +13% light Damage affinity(heal): +5% light Spellpower: +16 (+3 eff.) Light radius: +9 Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 109.51 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. piercing dwarven lantern of corpselight (Nightmares)piercing dwarven lantern of corpselight (Nightmares) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +15% blight / +14% darkness Changes resistances penetration: +15% all Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +6 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 61 blight damage or heals 77 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. survivor's dwarven lantern of the zealot (Madness)survivor's dwarven lantern of the zealot (Madness) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Physical save: +14 (+4 eff.) Spell save: +11 (+2 eff.) Light radius: +4 Healing mod.: +30% Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift (Shrouds) Bladed Rift (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 5.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) When used to imbue an object: Physical power: +12 (+3 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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, costing 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, costing 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift 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, costing 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
91 bloodstone 91 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. |
101 fire opal 101 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. |
27 garnet 27 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. |
40 ruby 40 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 148] amazing fiery salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 523% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (148% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 148] amazing frost salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 523% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (148% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 1786] amazing healing salve [power 1786]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 523% efficiency and 54% cooldown modifier. It can be used to heal 1786, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 1563] amazing pain suppressor salve [power 1563]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 523% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -1563 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing water salve [power 148] amazing water salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 523% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (148% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Flarespire the pouch of voratun shots (Misfortune) (23/23, 164% power, 6 apr) Flarespire the pouch of voratun shots (Misfortune) (23/23, 164% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 23 On weapon hit: * 20% chance to torment the target * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +47 physical / +20 darkness / +4 fire / +19 mind / +8 light Burst (radius 1) on hit: +16 fire / +8 light / +20 mind Burst (radius 2) on crit: +16 mind / +16 fire Curse of Misfortune Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Gilukhad the Shockwedge (Nightmares) (25/25, 167% power, 6 apr)Gilukhad the Shockwedge (Nightmares) (25/25, 167% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 25 On weapon hit: * 80% chance to disease * 91% chance to daze On weapon crit: * wounds the target Damage (Ranged): +20 lightning / +20 bleed Burst (radius 1) on hit: +8 lightning / +12 blight Burst (radius 2) on crit: +4 lightning / +8 fire / +8 blight Curse of Nightmares Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of annihilation (Shrouds) (21/21, 190% power, 18 apr) deadly pouch of voratun shots of annihilation (Shrouds) (21/21, 190% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 190% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 21 Travel speed: +200% Curse of Shrouds Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich (Nightmares) Skull of the Rat Lich (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Curse of Nightmares It can be used to raise one or two undead rats to fight beside you, costing 63 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good focus lens good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect mana coil perfect mana coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon / staff' When attach to an other item: Mana each turn: +5.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. psionic voratun torque of psychoportation (Madness) [power 64] (27 cooldown)psionic voratun torque of psychoportation (Madness) [power 64] (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 Curse of Madness It can be used to teleport randomly (rad 64), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of psychoportation (Corpses) [power 28] (27 cooldown) quiet steel torque of psychoportation (Corpses) [power 28] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Curse of Corpses It can be used to teleport randomly (rad 28), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Strikesever (Shrouds) [power 85] (18 cooldown) Strikesever (Shrouds) [power 85] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +5 Con Changes resistances: +6% lightning / +3% darkness Maximum wards: +4 acid / +5 nature / +5 light Grants telepathy: Dragon Demon/Major Demon/Minor Talents granted: +1 Ward +10 Lay Web Reduces incoming crit damage: 15.00% Light radius: +2 Curse of Shrouds It can be used to harden the skin for 7 turns increasing armour by 85 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin (Corpses) [power 90] (18 cooldown) rushing dragonbone totem of thorny skin (Corpses) [power 90] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Rushing Claws Curse of Corpses It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
Bohek the dragonbone wand of trap destruction (Madness) [power 125] (14 cooldown) Bohek the dragonbone wand of trap destruction (Madness) [power 125] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +2 Mag Changes resistances penetration: +20% temporal Changes damage: +6% blight / +6% temporal Spellpower: +12 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +40% Curse of Madness It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 6 line, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 17 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. warded dragonbone wand of conjuration (Misfortune) [power 535] (9 cooldown)warded dragonbone wand of conjuration (Misfortune) [power 535] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Talent granted: +1 Ward Curse of Misfortune It can be used to fire a bolt of a random element with (base) damage 267 to 535, putting all charms on cooldown for 9 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 It can be used to map surroundings within range 20, costing 27 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. |
114 diamond 114 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. |
105 moonstone 105 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
132 pearl 132 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. |
28 quartz 28 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. |
36 amber 36 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By TesseractPrime the Kruk Shalore Paradox Mage level 29
20th Pain 124th year of Ascendancy at 18:10 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By TesseractPrime the Kruk Shalore Paradox Mage level 14
40th Retaking 124th year of Ascendancy at 06:16 see stats
Best album ever! (Roguelike)
Removed 89 beneficial effects from enemies via Disintegration.By TesseractPrime the Kruk Shalore Paradox Mage level 37
36th Dearth 124th year of Ascendancy at 16:14 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By TesseractPrime the Kruk Shalore Paradox Mage level 66
33rd Remembrance 125th year of Ascendancy at 05:03 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By TesseractPrime the Kruk Shalore Paradox Mage level 39
18th Loss 124th year of Ascendancy at 03:28 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By TesseractPrime the Kruk Shalore Paradox Mage level 81
46th Remembrance 125th year of Ascendancy at 23:17 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By TesseractPrime the Kruk Shalore Paradox Mage level 76
42nd Remembrance 125th year of Ascendancy at 06:34 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By TesseractPrime the Kruk Shalore Paradox Mage level 149
41st Revenge 125th year of Ascendancy at 02:46 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By TesseractPrime the Kruk Shalore Paradox Mage level 30
22nd Pain 124th year of Ascendancy at 15:02 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By TesseractPrime the Kruk Shalore Paradox Mage level 49
25th Destruction 124th year of Ascendancy at 12:39 see stats
I did not want that! (Roguelike)
Tricked Nektosh into killing one of his own people.By TesseractPrime the Kruk Shalore Paradox Mage level 12
28th Retaking 124th year of Ascendancy at 18:47 see stats
Infinite x100 (Roguelike)
Got to level 100 of the infinite dungeon.By TesseractPrime the Kruk Shalore Paradox Mage level 77
43rd Remembrance 125th year of Ascendancy at 10:49 see stats
Infinite x150 (Roguelike)
Got to level 150 of the infinite dungeon.By TesseractPrime the Kruk Shalore Paradox Mage level 136
20th Revenge 125th year of Ascendancy at 09:13 see stats
Infinite x90 (Roguelike)
Got to level 90 of the infinite dungeon.By TesseractPrime the Kruk Shalore Paradox Mage level 60
26th Remembrance 125th year of Ascendancy at 06:39 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By TesseractPrime the Kruk Shalore Paradox Mage level 74
40th Remembrance 125th year of Ascendancy at 01:22 see stats
Level 10 (Roguelike)
Got a character to level 10.By TesseractPrime the Kruk Shalore Paradox Mage level 10
19th Retaking 124th year of Ascendancy at 00:02 see stats
Level 20 (Roguelike)
Got a character to level 20.By TesseractPrime the Kruk Shalore Paradox Mage level 20
16th Revenge 124th year of Ascendancy at 06:16 see stats
Level 30 (Roguelike)
Got a character to level 30.By TesseractPrime the Kruk Shalore Paradox Mage level 30
20th Pain 124th year of Ascendancy at 19:14 see stats
Level 40 (Roguelike)
Got a character to level 40.By TesseractPrime the Kruk Shalore Paradox Mage level 40
18th Loss 124th year of Ascendancy at 12:13 see stats
Level 50 (Roguelike)
Got a character to level 50.By TesseractPrime the Kruk Shalore Paradox Mage level 50
26th Destruction 124th year of Ascendancy at 21:00 see stats
Once Upon A Time, In the West... (Roguelike)
Hear the Eidolon's retelling of the Scourge from the West's journey.By TesseractPrime the Kruk Shalore Paradox Mage level 41
31st Loss 124th year of Ascendancy at 08:44 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By TesseractPrime the Kruk Shalore Paradox Mage level 52
28th Destruction 124th year of Ascendancy at 14:33 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By TesseractPrime the Kruk Shalore Paradox Mage level 112
31st Retaking 125th year of Ascendancy at 13:54 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By TesseractPrime the Kruk Shalore Paradox Mage level 29
5th Pain 124th year of Ascendancy at 13:40 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By TesseractPrime the Kruk Shalore Paradox Mage level 46
50th Loss 124th year of Ascendancy at 00:21 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By TesseractPrime the Kruk Shalore Paradox Mage level 23
35th Revenge 124th year of Ascendancy at 01:03 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By TesseractPrime the Kruk Shalore Paradox Mage level 29
20th Pain 124th year of Ascendancy at 15:12 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By TesseractPrime the Kruk Shalore Paradox Mage level 57
36th Destruction 124th year of Ascendancy at 21:37 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By TesseractPrime the Kruk Shalore Paradox Mage level 34
40th Pain 124th year of Ascendancy at 12:27 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By TesseractPrime the Kruk Shalore Paradox Mage level 45
48th Loss 124th year of Ascendancy at 23:23 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By TesseractPrime the Kruk Shalore Paradox Mage level 71
37th Remembrance 125th year of Ascendancy at 11:10 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By TesseractPrime the Kruk Shalore Paradox Mage level 22
34th Revenge 124th year of Ascendancy at 14:18 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By TesseractPrime the Kruk Shalore Paradox Mage level 44
47th Loss 124th year of Ascendancy at 03:10 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By TesseractPrime the Kruk Shalore Paradox Mage level 17
1st Revenge 124th year of Ascendancy at 05:38 see stats
Log
Resting starts...
TesseractPrime retunes the fabric of spacetime.
Talent Iron Grip is ready to use.
Talent Defensive Posture is ready to use.
TesseractPrime activates Defensive Posture.
Rested for 16 turns (stop reason: all resources and life at maximum).
TesseractPrime uses Infusion: Heroism.
TesseractPrime casts Gravity Spike.
TesseractPrime's spell attains critical power!
TesseractPrime revels in the pain.
TesseractPrime deactivates Quicken.
TesseractPrime deactivates Lucid Dreamer.
TesseractPrime deactivates Matter Weaving.
TesseractPrime deactivates Chant of Fortress.
TesseractPrime no longer feels strong.
TesseractPrime deactivates Contingency.
TesseractPrime deactivates Daunting Presence.
TesseractPrime deactivates Keen Senses.
TesseractPrime deactivates Empower.
TesseractPrime deactivates Energy Decomposition.
TesseractPrime deactivates Reality Smearing.
TesseractPrime deactivates Matrix.
TesseractPrime deactivates Phase Pulse.
TesseractPrime deactivates Gravity Locus.
TesseractPrime deactivates Defensive Posture.
TesseractPrime deactivates Disintegration.
TesseractPrime deactivates Extension.
TesseractPrime deactivates Premonition.
