













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Possessor Bonus Class 1.6.6Donators/Buyers bonus! No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 256 / 87% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 1413.2405932454 (base 266) |
| Dexterity | 1730.4811864909 (base 266) |
| Constitution | 399.48118649085 (base 266) |
| Magic | 643.24059324543 (base 266) |
| Willpower | 403.48118649085 (base 266) |
| Cunning | 652.48118649085 (base 266) |
Resources
| Mana | 3507/3507 |
| Negative | 815/815 |
| Life | 43716/43716 |
| Paradox | 320 |
| Equilibrium | 30 |
| Vim | 1673/1673 |
| Positive | 765/765 |
| Stamina | 2353/2353 |
| Psi | 2461/2461 |
| Healing Factor | 2.5 |
| Regeneration | 3679.8119820186 |
Speed
| Mental | +19.46803132582% |
| Attack | +87.87370592313% |
| Movement | +1581.7225728521% |
| Spell | 0% |
| Global | +245.80076013273% |
Vision
| Sight | 8 |
| Lite | 53.664475468291 |
| Infravision | 19.218740853657 |
| See Stealth | 227.87903165479 |
| See Invisible | 453.18601118432 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 1500 |
| Accuracy | 193 |
| Crit Chance | 779% |
| APR | 96 |
| Speed | 0.46 |
Offense: Offhand
| Damage | 1808 |
| Accuracy | 193 |
| Crit Chance | 777% |
| APR | 96 |
| Speed | 0.46 |
Offense: Spell
| Spellpower | 272 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 141 |
| Crit Chance | 100% |
| Speed | 0.5322724620172 |
Offense: Damage Bonus
| Acid | +243% |
| Blight | +195% |
| Arcane | +101% |
| Cold | +179% |
| All | +37% |
| Darkness | +240% |
| Physical | +326% |
| Lightning | +474% |
| Mind | +82% |
| Fire | +114% |
| Nature | +271% |
Offense: Damage Penetration
| Acid | +134% |
| Blight | +101% |
| Arcane | +173% |
| Cold | +202% |
| All | 0% |
| Physical | +96% |
| Lightning | +172% |
| Light | +60% |
| Temporal | +55% |
| Mind | +100% |
| Darkness | +42% |
| Fire | +117% |
| Nature | +127% |
Defense: Base
| Armour (hardiness) | 329.77514517157 (100%) |
| Defense | 358 |
| Ranged Defense | 358 |
| Fatigue | 0 |
| Physical Save | 240 |
| Spell Save | 213.75 |
| Mental Save | 249 |
Defense: Resistances
| Acid | + 72%( 72%) |
| Blight | + 72%( 72%) |
| Arcane | + 72%( 72%) |
| Cold | + 72%( 72%) |
| All | + 89%( 72%) |
| Physical | + 81%( 81%) |
| Lightning | + 72%( 72%) |
| Light | + 72%( 72%) |
| Temporal | + 72%( 72%) |
| Mind | + 72%( 72%) |
| Darkness | + 88%( 88%) |
| Fire | + 72%( 72%) |
| Nature | + 72%( 72%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 64% |
| Bleed Resistance | 100% |
| Disarm Resistance | 66% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse 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 5000 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1876% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.3 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -2908 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2908 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4565% for 10 turns (11397 total) and instantly restoring 228 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Golemancy | 1.80 |
| 8/5 |
| 19/5 |
| 6/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 15/5 |
| 1/5 |
| 13/5 |
| 10/5 |
| Psionic / Thought-Forms | 5.50 |
| 10/5 |
| 5/5 |
| 5/5 |
| 6/5 |
| Chronomancy / Temporal Combat | 5.50 |
| 6/5 |
| 8/5 |
| 7/5 |
| 5/5 |
| Psionic / Focus | 5.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
| Psionic / Psi-fighting | 5.50 |
| 5/5 |
| 25/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 5.50 |
| 8/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 2.50 |
| 5/5 |
| 9/5 |
| 25/5 |
| 10/5 |
| Technique / Tireless Combatant | 5.50 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Wild-gift / Sand drake aspect | 5.50 |
| 5/5 |
| 5/5 |
| 7/5 |
| 5/5 |
| Wild-gift / Ooze | 6.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 5.50 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 5.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Technique / Battle tactics | 5.50 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 5.50 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 5.50 |
| 13/5 |
| 5/5 |
| 8/5 |
| 5/5 |
| Spell / Arcane | 5.50 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 5.50 |
| 6/5 |
| 9/5 |
| 6/5 |
| 6/5 |
| Spell / Advanced-golemancy | 1.80 |
| 1/5 |
| 5/5 |
| 5/5 |
| 7/5 |
| Celestial / Combat | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 11/5 |
| Wild-gift / Higher draconic abilities | 5.50 |
| 5/5 |
| 1/5 |
| 7/5 |
| 13/5 |
| Technique / Combat techniques | 10.30 |
| 21/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Weapon forging | 2.50 |
| 5/5 |
| 9/5 |
| 13/5 |
| 9/5 |
| Technique / Forgeknight combat expertise | 4.90 |
| 5/5 |
| 8/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 5.50 |
| 9/5 |
| 5/5 |
| 5/5 |
| 9/5 |
| Technique / Archery prowess | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 5.50 |
| 6/5 |
| 13/5 |
| 6/5 |
| 14/5 |
| Technique / Dual techniques | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 5.50 |
| 9/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 25/5 |
| Wild-gift / Mucus | 5.50 |
| 5/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Technique / Magical combat | 1.80 |
| 7/5 |
| 25/5 |
| 25/5 |
| 25/5 |
| Chronomancy / Speed Control | 5.50 |
| 7/5 |
| 6/5 |
| 5/5 |
| 0/5 |
| Corruption / Reaving combat | 5.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Spell / Air | 5.50 |
| 25/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Mentalism | 5.50 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 5.80 |
| 5/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 5.50 |
| 11/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.80 |
| 5/5 |
| 6/5 |
| 16/5 |
| 5/5 |
| Celestial / Light | 6.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 5.50 |
| 8/5 |
| 1/5 |
| 16/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.80 |
| 5/5 |
| 7/5 |
| 14/5 |
| 0/5 |
| Spell / Conveyance | 1.50 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 3.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 5.50 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.50 |
| 25/5 |
| 12/5 |
| 12/5 |
| 25/5 |
| Cunning / Survival | 1.80 |
| 14/5 |
| 14/5 |
| 5/5 |
| 9/5 |
| Celestial / Hymns | 5.50 |
| 15/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 14/5 |
| 6/5 |
| 0/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| Technique / Forger's endurance | 1.50 |
| 25/5 |
| 24/5 |
| 25/5 |
| 25/5 |
| Cunning / Scoundrel | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 1.80 |
| 10/5 |
| 5/5 |
| 11/5 |
| 0/5 |
| Spell / Stone alchemy | 5.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 5.50 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.80 |
| 19/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 5.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 5.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 5.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.80 |
| 5/5 |
| 25/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Lucid Dreamer |
| talent | Mitosis |
| talent | Weapon Folding |
| talent | Crystalline Focus |
| talent | Temporal Hounds |
| talent | Thought-Form: Bowman |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Weapon of Wrath |
| talent | Augmentation |
| talent | Skate |
| talent | Second Life |
| talent | Shock Hands |
| talent | Elemental Harmony |
| talent | Precise Strikes |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +21% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 92% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2249/2252 damage before it crumbles. Damage Shield |
| beneficial effect | Grants a +20% damage bonus. Steamroller |
| beneficial effect | Countering melee attacks: Has a 97% chance to get an automatic counter attack when avoiding a melee attack. (5.0 counters remaining) Counter Attacking |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 11.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +12 Physical Resistance, +9 Maximum Physical Resistance Power 2+: -1 Luck, +21 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 183 mind and 343 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 19 nightmare (summon Terrors and chances to slow, deal 274 Mind damage, and deal 514 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Increases global action speed by 78%. Haste |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 5) when you fall below 50% health Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 73. Bloodlust |
| beneficial effect | The target's skin turns to stone, granting 51 armour, 69 physical save and 69 spell save. Dwarven Resilience |
| beneficial effect | Infinite Dungeon Challenge (Level 304): Exterminator Challenge |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 8.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+54% chance to avoid traps). Power 2+: -1 Luck, +15 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+20% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 60% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+67% global speed). Clarity |
| detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
| beneficial effect | Each melee blow landed has a 97% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+41% resist all). Shroud of Death |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 9.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 4%) for 4 turns. Power 1+: Nightwalker: +36 Darkness Resistance, +16% Max Darkness Resistance, +20 See Invisible Power 2+: -1 Luck, +17 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 41% 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 41% for 3 turns. |
| beneficial effect | The thrill of combat improves the target's maximum life by 39%, life regeneration by 108.03, and stamina regeneration by 21.61. Bloodbath |
| beneficial effect | The target is moving is 282% faster. 3 Celerity |
| beneficial effect | The target stands strong, increasing all resistances by 7.6% and resistance caps by 2.2%. Eternal Warrior |
| beneficial effect | A flow of life spins around the target, regenerating 1006.12 life per turn. Regeneration |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | The target has 48% chance to evade melee and ranged attacks and gains 1673 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you learnt talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 100): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 101): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 104): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 106): Mirror MatchYou completed the challenge and received: Random Artifact: Scaldwaker (5 def, 24 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 107): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 108): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 109): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 110): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 112): ExterminatorYou completed the challenge and received: Random Artifact: Spiderveil | done |
Proceed directly to the next Infinite Dungeon level in less than 449 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 113): Rush Hour (449)Turns left: 405 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 115): ExterminatorYou completed the challenge and received: Random Artifact: Flashmistress of mindblast [power 610] (5 cooldown) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 116): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Ivydakira the dreaming horror'. Infinite Dungeon Challenge (Level 117): Dream HunterYou completed the challenge and received: Random Artifact: voratun pickaxe (dig speed 23 turns) | done |
Proceed directly to the next Infinite Dungeon level in less than 254 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 121): Rush Hour (254)Turns left: 181 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 122): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 126): ExterminatorYou completed the challenge and received: Random Artifact: Skyrage (0 def, 22 armour, 113 block) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 128): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 311 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 130): Rush Hour (311)Turns left: 181 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 131): Near SightedYou completed the challenge and received: Random Artifact: Sootzephyr (172% power, 4 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 133): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 134): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 77 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 135): Rush Hour (77)Turns left: 45 You completed the challenge and received: Random Artifact: Tidespawner (22/22, 175% power, 19 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 139): ExterminatorYou completed the challenge and received: Random Artifact: Cobraclash (36 def, 16 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 140): Near SightedYou completed the challenge and received: Random Artifact: Murkdare (129% power, 5 apr, fire element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 142): Mirror Match | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 143): Mirror Match | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 144): ExterminatorYou completed the challenge and received: Random Artifact: Hand of the World-Shaper (0 def, 12 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 145): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Sleetbreaker | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 148): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 149): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 150): ExterminatorYou completed the challenge and received: Random Artifact: Unbreakable Greaves (8 def, 20 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 152): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Planar Beacon | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 153): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 154): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 155): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 156): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 158): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 160): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 161): Rush Hour (260)Turns left: 161 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 163): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 344 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 165): Rush Hour (344)Turns left: 291 You completed the challenge and received: Random Artifact: Glory of the Pride (Madness) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 167): ExterminatorYou completed the challenge and received: Random Artifact: Nightparry (Corpses) (60 def, 13 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 168): ExterminatorYou completed the challenge and received: Random Artifact: Shinepanic (Nightmares) (0 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 169): ExterminatorYou completed the challenge and received: Random Artifact: Cracklekarma (Corpses) (0 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 172): ExterminatorYou completed the challenge and received: Random Artifact: Undeathbreacher of gale force (Corpses) [power 470] (4 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 173): ExterminatorYou completed the challenge and received: Random Artifact: Splendourgore (Misfortune) (136% power, 6 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 176): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 177): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Sileba the dreaming horror'. Infinite Dungeon Challenge (Level 178): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 183): ExterminatorYou completed the challenge and received: Random Artifact: Glowbender (Madness) (177% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 184): ExterminatorYou completed the challenge and received: Random Artifact: Cracklepunish (Madness) (162% power, 13 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 186): Near SightedYou completed the challenge and received: Random Artifact: Venomminister (Nightmares) (120% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 187): ExterminatorYou completed the challenge and received: Random Artifact: Issaletir (Madness) (149% power, 6 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 190): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 192): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 193): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 194): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 195): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 196): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 197): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 198): Near SightedYou completed the challenge and received: Random Artifact: Will of Ul'Gruth (Misfortune) (0 def, 15 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 199): ExterminatorYou completed the challenge and received: Random Artifact: Treemortal (Corpses) (0 def, 37 armour, 233.5 block) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 200): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 206): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 207): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 208): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 209): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Aeregund (Corpses) (0 def, 7 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 211): ExterminatorYou completed the challenge and received: Random Artifact: Frost Lord's Chain (Corpses) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 212): ExterminatorYou completed the challenge and received: Random Artifact: Galetide (Misfortune) (177% power, 22 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 215): ExterminatorYou completed the challenge and received: Random Artifact: Splendourspawner (Corpses) (5 def, 20 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 217): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 218): ExterminatorYou completed the challenge and received: Random Artifact: Glitterwind (Misfortune) (122% power, 4 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 222): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 188 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 223): Rush Hour (188)Turns left: 160 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 225): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 227): Near SightedYou completed the challenge and received: Random Artifact: Dimburst (Shrouds) (150% power, 6 apr, physical element) | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 230): Rush Hour (260)Turns left: 109 You completed the challenge and received: Random Artifact: Planar Beacon (Corpses) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 231): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 232): ExterminatorYou completed the challenge and received: Random Artifact: Nightwing (Shrouds) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 233): Near SightedYou completed the challenge and received: Random Artifact: Scaldrazor (Madness) (156% power, 6 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 235): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Aretta the dreaming horror'. Infinite Dungeon Challenge (Level 236): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 237): Near SightedYou completed the challenge and received: Random Artifact: Threads of Fate (Nightmares) (10 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 238): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 239): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 242): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 243): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 245): Near SightedYou completed the challenge and received: Random Artifact: Blastglory (Misfortune) (10 def, 15 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 246): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Blindglamour (Shrouds) (0 def, 22 armour, 320.35236969382 block) | done |
Proceed directly to the next Infinite Dungeon level in less than 188 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 249): Rush Hour (188)Turns left: 122 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 250): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Blindquell (Misfortune) (5 def, 27 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 252): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 253): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 254): Near SightedYou completed the challenge and received: Random Artifact: Kilnzephyr (Madness) (0 def, 5 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 86 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 256): Rush Hour (86)Turns left: 73 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 258): ExterminatorYou completed the challenge and received: Random Artifact: Pyretreason (Shrouds) (136% power, 6 apr, darkness element) | done |
Proceed directly to the next Infinite Dungeon level in less than 509 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 260): Rush Hour (509)Turns left: 208 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 262): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 263): ExterminatorYou completed the challenge and received: Random Artifact: Quenchsear (Madness) (3 def, 0 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 264): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 265): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: The Titan's Quiver (Corpses) (18/18, 174% power, 20 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 270): ExterminatorYou completed the challenge and received: Random Artifact: Guise of the Hated (Madness) (14 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 317 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 271): Rush Hour (317)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 272): PacifistYou completed the challenge and received: +3 Stat Points and +1 Prodigy Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 273): Near SightedYou completed the challenge and received: Random Artifact: Scorchburst (Madness) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 274): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 299 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 276): Rush Hour (299)Turns left: 242 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 277): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 278): ExterminatorFoes left: 0 | active |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 279): Rush Hour (227)Turns left: 168 You completed the challenge and received: Random Artifact: Aerorek (Shrouds) (168% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 280): ExterminatorYou completed the challenge and received: Random Artifact: Glareworm (Shrouds) (22/22, 111% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 282): ExterminatorYou completed the challenge and received: Random Artifact: Cracklewish (Corpses) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 283): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 285): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 434 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 287): Rush Hour (434)Turns left: 323 You completed the challenge and received: Random Artifact: Magmaquake (Shrouds) (149% power, 6 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 288): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 289): ExterminatorYou completed the challenge and received: Random Artifact: Fogtrencher (Corpses) (163% power, 16 apr) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 291): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 293): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 294): Rush Hour (260)Turns left: 237 You completed the challenge and received: Random Artifact: Woeoath of thorny skin (Shrouds) [power 64] (4 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 296): ExterminatorYou completed the challenge and received: Random Artifact: Glowquake (Corpses) (136% power, 6 apr, lightning element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 297): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 299): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 301): ExterminatorYou completed the challenge and received: Random Artifact: Voidoracle (Madness) (171% power, 4 apr) | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 302): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 304): ExterminatorFoes left: 74 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 75): Pacifist | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: Random Artifact: Storm Bringer's Gauntlets (0 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 380 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 78): Rush Hour (380)Turns left: 352 You completed the challenge and received: Random Artifact: Star Shot (20/20, 139% power, 15 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 80): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: Random Artifact: Boltfury (12 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): ExterminatorYou completed the challenge and received: Random Artifact: Darkblight (5 def, 40 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 84): Near SightedYou completed the challenge and received: Random Artifact: Blizzardslicer | done |
Proceed directly to the next Infinite Dungeon level in less than 302 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 85): Rush Hour (302)Turns left: 244 You completed the challenge and received: Random Artifact: Woewreck (166% power, 3 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 89): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 91): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Turogas (175% power, 39 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 93): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 94): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 95): Rush Hour (236)Turns left: 192 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 97): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 99): ExterminatorYou completed the challenge and received: Random Artifact: Taintbiter (22/22, 107% power, 5 apr) | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 18654. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed mummified bone. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed ritch stinger. * You've found the needed hummerhorn wing. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged voratun greatsword 'Amyneg' (Misfortune) (338% power, 49 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 338% Range: 1.6x Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +112 Armour Penetration: +49 Crit. chance: +38.0% Attack speed: 182% When this weapon hits: Disarm (15% chance level 3). Damage (Melee): +368 nature / +368 arcane / +368 mind Damage (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +21.0% Physical power: +15 (+0 eff.) Changes stats: +35 Str / +23 Dex / +19 Mag / +19 Wil / +19 Cun / +22 Con Changes damage: +29% physical / +161% nature / +161% darkness Talent granted: +5 Deadly Strikes Curse of Misfortune Massive two-handed swords. |
| Quiver | 2414 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. |
| On hands | Dakhtun's Gauntlets (Nightmares) (0 def, 6 armour)Requires: - Heavy 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 Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares 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. |
| Light source | Velygassra the Bloomquell (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 22 fire Changes stats: +18 Mag / +7 Wil / +19 Cun / +9 Con Changes resistances: +30% lightning / +33% temporal / +45% light / +10% fire / +36% acid Changes resistances penetration: +80% nature Critical mult.: +64.06% Reduces incoming crit damage: 45.00% Poison immunity: +64% Silence immunity: +64% Knockback immunity: +64% Life regen: +12.81 Equilibrium when hit: +0.32 Psi when hit: +0.68 Maximum hate: +16.00 Light radius: +5 Infravision radius: +9 Healing mod.: +40% Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | reforged voratun helm 'Chamikath' (Madness) (Misfortune) (21 def, 67 armour) =Water breathing=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +67 Defense: +21 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 83% Changes stats: +5 Cun / +4 Wil Changes resistances: +18% lightning / +15% light / +31% fire / +15% nature / +12% acid / +31% blight / +24% cold / +31% arcane / +29% darkness Changes resistances penetration: +10% acid / +40% mind Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +5 Perfect Strike Allows you to breathe in: water Physical save: +25 (+1 eff.) Mental save: +267 (+20 eff.) Blindness immunity: +63% Confusion immunity: +63% Fear immunity: +63% Stamina each turn: +12.65 Equilibrium when hit: +0.12 Maximum stamina: +555.00 Maximum hate: +8.00 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Glacierslice the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +14 Str / +22 Dex / +9 Wil / +11 Cun / +13 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +82% acid / +55% cold / +45% arcane Changes damage: +30% acid / +75% cold Mana each turn: +0.36 Maximum vim: +90.00 Spellpower: +60 (+5 eff.) Spell crit. chance: +11% Light radius: +9 See invisible: +66 Defense after a teleport: +49 Resist all after a teleport: +49% New effects duration reduction after a teleport: +49% Curse of Shrouds A pair of boots made of leather. |
| Tool | Wintertrail (Corpses) (dig speed 11 turns) =Crit mult=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+0 eff.) Effects on melee hit: * 72% chance to reduce armor by 83% Changes stats: +3 Str / +10 Wil / +11 Cun Changes resistances: +36% nature / +33% temporal / +27% mind / +27% darkness Changes resistances penetration: +80% cold / +45% mind / +45% arcane Changes damage: +39% arcane / +33% mind Critical mult.: +75.00% Reduces incoming crit damage: 54.21% Spell save: +36 (+2 eff.) Blindness immunity: +72% Pinning immunity: +72% Life regen: +14.46 Equilibrium when hit: +0.36 Mana when firing critical spell: +7.23 Vim when firing critical spell: +7.23 Spellpower on spell critical (stacks up to 3 times): +20 Maximum hate: +18.00 Maximum vim: +150.00 Damage Shield penetration: +90% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental Fury (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
| On fingers | Zeryntir the Kindlefoe (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Effects on melee hit: * 62% chance to reduce armor by 83% * 20% chance to reduce all saves and defense by 62 Damage when hit (Melee): 14 acid / 14 lightning Changes stats: +10 Str / +15 Wil / +8 Cun / +10 Con Changes resistances: +6% acid / +9% mind / +9% light Changes resistances penetration: +25% lightning / +15% mind / +20% light Changes damage: +18% acid / +9% mind / +6% lightning Mental save: +18 (+1 eff.) Mindpower: +15 (+2 eff.) Light radius: +9 Curse of Misfortune Rings can have magical properties. |
| Around neck | Loraroldir the Cloudbrace (Shrouds) =default, good stats, rege=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 64% chance to gain 10% of a turn (3/turn limit) Changes stats: +29 Str / +9 Dex / +31 Mag / +9 Wil / +24 Cun / +9 Con Changes resistances: +27% lightning Changes resistances penetration: +80% lightning / +55% temporal Changes damage: +27% nature / +33% lightning Life regen: +5.00 Light radius: +9 Infravision radius: +9 See invisible: +60 Curse of Shrouds Amulets can have magical properties. |
| In main hand | reforged Oakscar (Nightmares) (260% power, 51 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 260% Range: 1.4x Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +112 Armour Penetration: +51 Crit. chance: +29.0% Attack speed: 182% When this weapon hits: Flameshock (10% chance level 3). On weapon hit: * 30% chance to reduce all saves and defense by 62 * 40% chance to reduce damage dealt by 49% * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +265 arcane / +265 cold / +265 blight / +4 nature Damage (radius 1) on hit: +8 nature / +12 temporal Damage (radius 2) on crit: +32 mind When wielded/worn: Accuracy: +48 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +34 Str / +10 Dex / +13 Mag / +11 Wil / +13 Cun / +9 Con Changes resistances: +6% nature / +9% darkness Changes resistances penetration: +5% nature Changes damage: +116% lightning / +23% physical / +3% mind / +116% blight Talent granted: +5 Flameshock Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares One-handed war axes. |
| Around waist | drakeskin leather belt 'Thunderspitter' (Nightmares) =Default=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +7 Str / +12 Dex / +16 Mag / +8 Cun / +7 Con Changes resistances penetration: +58% arcane / +58% blight Changes damage: +42% lightning / +10% all Life regen: +3.60 Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +16 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +7 See invisible: +33 Healing mod.: +30% Defense after a teleport: +35 Resist all after a teleport: +35% New effects duration reduction after a teleport: +35% Curse of Nightmares A belt that goes around your waist. |
| In off hand | masterforged voratun longsword (Shrouds) (262% power, 51 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 262% Range: 1.4x Uses stat: 136% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +112 Armour Penetration: +51 Crit. chance: +27.0% Attack speed: 182% When this weapon hits: Manathrust (15% chance level 3). On weapon hit: * 58% chance to reduce damage dealt by 49% Damage (Melee): +265 lightning / +265 temporal / +32 darkness / +265 arcane Damage (radius 1) on hit: +32 darkness When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +50 (+3 eff.) Effects on melee hit: * 58% chance to reduce strength, dexterity, and constitution by 72 Damage when hit (Melee): 20 blight Changes stats: +10 Str / +13 Dex / +20 Mag / +18 Cun Changes resistances: +27% blight / +11% physical Changes resistances penetration: +40% light Changes damage: +116% lightning / +15% physical / +116% acid Talent granted: +5 Pulverizing Auger Mental save: +42 (+3 eff.) Pinning immunity: +58% Curse of Shrouds Sharp, long, and deadly. |
| Cloak | Shockwinter (Corpses) (3 def, 0 armour) =TP all=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes damage: +31% lightning Grants telepathy: Humanoid/Orc Dragon Demon/Major Demon/Minor All Maximum life: +59.00 See invisible: +24 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | masterforged voratun plate armour |
Inventory
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 2894; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2894 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 2917; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2917 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 1335; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1335 then cleanse 1 wound, poison, and disease 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 nature talent. |
heroism infusion of the sneak (die at -3276; dur 10; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -3276 life. The duration and life will increase by 1% for every 1% life you have lost (currently 3276 life, 10 duration) 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 nature talent. |
heroism infusion of the sneak (die at -2920; dur 8; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -2920 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2920 life, 8 duration) 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 nature talent. |
heroism infusion of the sneak (die at -3202; dur 8; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -3202 life. The duration and life will increase by 1% for every 1% life you have lost (currently 3202 life, 8 duration) 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 nature talent. |
heroism infusion of the warrior (die at -6137; dur 6; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -6137 life. The duration and life will increase by 1% for every 1% life you have lost (currently 6137 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 514%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 812%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 549%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 812%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 1750%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1750% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 1744%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1744% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 2678%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 2732; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2732 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 2344; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2344 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 1857; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1857 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 1557; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1557 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 5212; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 5212 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 nature talent. |
wild infusion of the warrior (res 297%; magical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 297% for 4 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 nature talent. |
Prismatic Rune (6 turns; physical, blight, temporal, mind, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 blight, 5 temporal, 5 mind, 4 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, darkness, mind, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 5 temporal, 5 darkness, 5 mind, 3 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, fire, mind, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 5 light, 5 fire, 4 mind, 4 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, darkness, blight, physical, mind, light)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 4 darkness, 3 blight, 4 physical, 4 mind, 5 light It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3316 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3316 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3316 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3316 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3316 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (1763.92 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 2416.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune (range 8; phase 27; cd 15) 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: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 29; phase 88; cd 13)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: 29 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 29 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 88%, your defense is increased by 88 and all your resistances by 88%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 60; phase 191; cd 15)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: 60 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 60 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 191%, your defense is increased by 191 and all your resistances by 191%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 28; phase 101; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 28 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 28 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 101%, your defense is increased by 101 and all your resistances by 101%. 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 spell talent. |
ethereal rune of the duelist (power 286; resist 294%; move 177%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 294% all resistance, you move 177% faster, and you are invisible (power 286). Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 250; resist 261%; move 176%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 261% all resistance, you move 176% faster, and you are invisible (power 250). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 9942% over 10 turns; mana 497; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 9942% for 10 turns (24818 total) and instantly restoring 497 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 4934% over 10 turns; mana 246; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4934% for 10 turns (12317 total) and instantly restoring 246 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 5083% over 10 turns; mana 254; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5083% for 10 turns (12689 total) and instantly restoring 254 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 5533; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 5533 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 5653; dur 8; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 5653 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
4 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
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 Activation costs 224 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. |
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 Activation costs 224 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. |
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 Activation costs 224 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. |
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 Activation costs 224 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. |
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 Activation costs 224 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. |
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 Activation costs 224 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. |
Demonpiety (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes damage: +9% fire Talent mastery: +0.28 Corruption / Fearfire Critical mult.: +10.00% Spell save: +18 (+1 eff.) Maximum mana: +100.00 Damage Shield penetration: +30% Curse of Nightmares Amulets can have magical properties. |
Duathelstreak (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +10 Mag / +12 Wil / +7 Cun Changes resistances: +30% lightning Changes resistances penetration: +35% mind Changes damage: +57% mind / +21% darkness Reduces incoming crit damage: 36.00% Stun/Freeze immunity: +46% Mana each turn: +0.28 Mana when firing critical spell: +4.80 Maximum vim: +120.00 Spellpower: +72 (+6 eff.) Spell crit. chance: +9% Infravision radius: +7 See invisible: +24 Curse of Madness Amulets can have magical properties. |
Feathersteel Amulet (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Shrouds The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Madness This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Frost Lord's Chain (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Madness This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% Curse of Corpses It can be used to activate talent Shattering Shout (costing 3 power out of 48/48) : Effective talent level: 5.2 Power cost: 3 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 4054.22 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Garkul's Teeth (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% Curse of Madness It can be used to activate talent Shattering Shout (costing 3 power out of 48/48) : Effective talent level: 5.2 Power cost: 3 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 4054.22 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Garkul's Teeth (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% Curse of Madness It can be used to activate talent Shattering Shout (costing 3 power out of 48/48) : Effective talent level: 5.2 Power cost: 3 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 4054.22 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Garkul's Teeth (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% Curse of Misfortune It can be used to activate talent Shattering Shout (costing 3 power out of 48/48) : Effective talent level: 5.2 Power cost: 3 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 4054.22 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Luck of the Gods (Misfortune)Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +41 (+5 eff.) Defense: +29 (+2 eff.) Damage (Melee): 15 light / 9 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 49% * 14% chance to blind Changes stats: +6 Mag / +1 Con / +18 Lck Changes resistances: +30% mind / +12% nature Changes damage: +15% light / +12% darkness Confusion immunity: +50% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Light radius: +2 Reduce all damage from unseen attackers: 20% Curse of Misfortune Amulets can have magical properties. |
Mirror Shards (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Corpses It can be used to create a reflective shield (50% reflection rate, 1436 strength, based on Magic) for 5 turns Activation costs 6 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity (costing 7 power out of 60/60) : Effective talent level: 3.9 Power cost: 7 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 115 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Pendant of the Sun and Moons (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Misfortune It can be used to activate talent Circle of Sanctity (costing 7 power out of 60/60) : Effective talent level: 3.9 Power cost: 7 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 115 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Relgitogas the Lightningscar (Shrouds) =High luck, good stats=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +45 (+5 eff.) Armour penetration: +2 Defense: +35 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 6 lightning / 12 physical / 8 temporal Changes stats: +12 Str / +10 Dex / +10 Wil / +10 Cun / +9 Con / +15 Lck Changes resistances: +21% fire / +6% mind / +12% temporal Changes damage: +12% lightning / +9% temporal Life regen: +5.00 Stamina each turn: +1.30 Only die when reaching: -100.00 life Movement speed: +10% Reduce all damage from unseen attackers: 20% Curse of Shrouds Amulets can have magical properties. |
Salatha the Glimmerreaper (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to reduce strength, dexterity, and constitution by 72 Changes stats: +10 Str / +10 Dex / +10 Wil Changes resistances: +57% acid / +34% temporal / +42% light / +30% blight Changes resistances penetration: +30% acid / +40% darkness / +45% light Changes damage: +27% darkness / +24% blight Curse of Shrouds Amulets can have magical properties. |
Shard of Insanity (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+3 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Shrouds A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand (Misfortune)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Misfortune It can be used to activate talent Teleport (costing 9 power out of 36/36) : Effective talent level: 6.0 Power cost: 9 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (372). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye (Nightmares)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 Nightmares It can be used to activate talent Arcane Eye (costing 14 power out of 60/60) : Effective talent level: 2.6 Power cost: 14 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 17 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. |
Unflinching Eye (Nightmares)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 Nightmares It can be used to activate talent Arcane Eye (costing 14 power out of 60/60) : Effective talent level: 2.6 Power cost: 14 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 17 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. |
Withering Orbs (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken Hourglass (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Corpses It can be used to activate talent Time Stop (costing 12 power out of 80/80) : Effective talent level: 5.5 Power cost: 12 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 3 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Zemekkys' Broken Hourglass (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Nightmares It can be used to activate talent Time Stop (costing 12 power out of 80/80) : Effective talent level: 5.5 Power cost: 12 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 3 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
restful voratun amulet of manastreaming (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +4 Mag Life regen: +4.00 Mana each turn: +0.41 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Curse of Misfortune Amulets can have magical properties. |
serendipitous stralite amulet of perfection (0.34 Spell / Aegis,0.34 Celestial / Combat) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +12 (+1 eff.) Changes stats: +13 Lck Talent masteries: +0.34 Spell / Aegis +0.34 Celestial / Combat Reduce all damage from unseen attackers: 17% Curse of Misfortune Amulets can have magical properties. |
serendipitous voratun amulet of perfection (0.40 Technique / Weapon forging,0.40 Cunning / Shadow magic) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +20 (+1 eff.) Changes stats: +13 Lck Talent masteries: +0.40 Cunning / Shadow magic +0.40 Technique / Weapon forging Reduce all damage from unseen attackers: 17% Curse of Nightmares Amulets can have magical properties. |
serendipitous voratun amulet of soulsearing (Nightmares)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Defense: +17 (+1 eff.) Changes stats: +19 Lck Changes damage: +14% blight / +15% fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Reduce all damage from unseen attackers: 20% Curse of Nightmares Amulets can have magical properties. |
stralite amulet 'Wretchrupture' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Defense: +17 (+1 eff.) Changes stats: +9 Wil / +7 Cun / +17 Lck Changes resistances: +45% acid / +21% nature Changes resistances penetration: +35% acid / +60% mind / +45% blight Changes damage: +21% mind Spell save: +21 (+1 eff.) Mana when firing critical spell: +4.80 Spellpower on spell critical (stacks up to 3 times): +24 Hate when firing a critical mind attack: +9.00 Maximum hate: +14.00 Spellpower: +50 (+4 eff.) Mental crit. chance: +9% Reduce all damage from unseen attackers: 18% Curse of Corpses Amulets can have magical properties. |
vitalizing voratun amulet of murder (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +19 Changes stats: +5 Con Critical mult.: +19.00% Physical save: +11 (+0 eff.) Life regen: +3.00 Maximum life: +70.00 Curse of Nightmares Amulets can have magical properties. |
voratun amulet 'Blackarc' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 62% chance to reduce damage dealt by 49% * 62% chance to reduce armor by 83% Damage when hit (Melee): 22 darkness / 18 cold Changes stats: +9 Str / +14 Dex / +9 Mag / +9 Cun / +20 Con Changes resistances: +30% lightning / +33% darkness / +20% fire / +27% acid / +72% cold Changes resistances penetration: +45% cold Changes damage: +42% acid Reduces incoming crit damage: 46.72% See invisible: +63 Curse of Corpses Amulets can have magical properties. |
voratun amulet 'Blastmistress' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +33 Str / +9 Mag / +10 Cun / +16 Con Changes resistances: +57% lightning / +30% temporal / +33% darkness / +24% blight / +60% nature / +60% acid Changes resistances penetration: +40% acid / +40% fire Changes damage: +24% fire Pinning immunity: +48% Knockback immunity: +50% Light radius: +9 See invisible: +63 Curse of Madness Amulets can have magical properties. |
voratun amulet 'Dimire' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 22 darkness Changes stats: +17 Str / +11 Dex / +8 Mag / +47 Cun Changes resistances: +21% darkness Changes damage: +21% acid / +30% fire / +33% darkness / +45% cold Infravision radius: +7 Curse of Madness Amulets can have magical properties. |
voratun amulet 'Yarustir' (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +55 (+6 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +40 (+2 eff.) Effects on melee hit: * 46% chance to reduce strength, dexterity, and constitution by 72 * 46% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Dex / +6 Mag / +13 Cun / +8 Con Changes damage: +8% acid / +36% temporal / +24% physical / +8% fire / +6% lightning / +8% cold Critical mult.: +46.65% Stamina each turn: +7.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Defense after a teleport: +34 Resist all after a teleport: +34% New effects duration reduction after a teleport: +34% Curse of Shrouds Amulets can have magical properties. |
voratun amulet (Corpses)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Corpses Amulets can have magical properties. |
voratun amulet (Madness)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Madness Amulets can have magical properties. |
voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
wanderer's voratun amulet of murder (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +20 Fatigue: -8% Changes stats: +10 Dex / +10 Cun / +10 Con Critical mult.: +19.00% Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
wanderer's voratun amulet of soulsearing (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +10 Cun / +9 Con Changes damage: +15% blight / +15% fire Critical mult.: +17.00% Life regen: +5.00 Stamina each turn: +1.00 Spellpower: +15 (+2 eff.) Movement speed: +10% Curse of Madness Amulets can have magical properties. |
wanderer's voratun amulet of the eclipse (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 49% * 9% chance to blind Changes stats: +7 Dex / +7 Cun / +8 Con Changes damage: +13% light / +8% darkness Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 3 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Coalnail the voratun ring (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +22 (+1 eff.) Armour: +24 Effects on melee hit: * 65 arcane resource burn Changes stats: +10 Str / +18 Con Changes resistances: +7% physical / +9% cold / +9% nature / +18% fire Changes damage: +15% mind / +9% darkness Spell save: +12 (+0 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Life regen: +20.00 Stamina each turn: +4.00 Maximum life: +133.00 Maximum stamina: +30.00 Healing mod.: +20% Curse of Misfortune Rings can have magical properties. |
Duathelorder the voratun ring (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+0 eff.) Changes stats: +16 Str / +11 Mag / +4 Wil / +16 Cun / +16 Con Changes resistances: +6% acid Changes damage: +9% blight / +30% darkness Critical mult.: +25.00% Reduces incoming crit damage: 15.00% Spell save: +15 (+0 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +44% Spellpower on spell critical (stacks up to 3 times): +14 Maximum life: +46.00 Maximum vim: +30.00 Spellpower: +14 (+1 eff.) Light radius: +2 Curse of Nightmares Rings can have magical properties. |
Elissra the Blizzardgore (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 46% chance to reduce armor by 83% Changes stats: +38 Cun / +8 Mag Changes resistances: +21% cold Changes resistances penetration: +30% acid / +45% cold / +30% fire Changes damage: +18% acid Psi when hit: +0.80 Maximum hate: +18.00 Spellpower: +15 (+2 eff.) Mental crit. chance: +14% Light radius: +6 Curse of Corpses Rings can have magical properties. |
Emelisena the Cinderkiller (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 72 Changes stats: +10 Dex / +14 Cun / +5 Con Changes resistances penetration: +10% fire Changes damage: +6% blight / +12% fire Critical mult.: +20.00% Spell save: +20 (+1 eff.) Mental save: +27 (+2 eff.) Confusion immunity: +49% Maximum stamina: +40.00 Maximum hate: +10.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Damage Shield penetration: +30% Curse of Corpses Rings can have magical properties. |
Exiler (Corpses)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 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Corpses It can be used to attempt to inflict 802.38 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) Activation costs 8 power out of 32/32. 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. |
Exiler (Misfortune)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 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Misfortune It can be used to attempt to inflict 802.38 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) Activation costs 8 power out of 32/32. 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. |
Exiler (Nightmares)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 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Nightmares It can be used to attempt to inflict 802.38 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) Activation costs 8 power out of 32/32. 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. |
Floeedge the voratun ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Str / +32 Dex / +9 Mag / +11 Con Changes resistances: +36% light / +69% cold / +21% mind / +24% fire Changes resistances penetration: +55% light / +72% mind Changes damage: +42% light / +54% cold Light radius: +7 Infravision radius: +8 See invisible: +24 Curse of Shrouds Rings can have magical properties. |
Galeglean the steel ring (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+0 eff.) Armour: +4 Defense: +20 (+1 eff.) Changes stats: +7 Str / +6 Mag / +12 Wil / +10 Cun / +7 Con Changes resistances: +6% acid / +6% darkness / +12% fire / +12% mind / +9% cold Changes resistances penetration: +20% acid Changes damage: +15% lightning / +15% acid Reduces incoming crit damage: 20.00% Spell save: +6 (+0 eff.) Blindness immunity: +10% Confusion immunity: +20% Equilibrium when hit: +0.12 Psi when hit: +0.16 Spellpower: +9 (+1 eff.) Mindpower: +23 (+3 eff.) Mental crit. chance: +3% Healing mod.: +15% Curse of Madness Rings can have magical properties. |
Glory of the Pride (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glory of the Pride (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glory of the Pride (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glory of the Pride (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glory of the Pride (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+3 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hurastir (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+1 eff.) Changes stats: +7 Cun / +8 Dex Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Infravision radius: +3 Curse of Nightmares Rings can have magical properties. |
Inertial Twine (Corpses)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 (+0 eff.) Knockback immunity: +100% Curse of Corpses This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Medig the voratun ring (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +72 (+8 eff.) Armour penetration: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 72 Changes stats: +10 Dex / +8 Mag / +8 Wil / +11 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +9% blight Physical save: +6 (+0 eff.) Silence immunity: +48% Mana each turn: +0.39 Only die when reaching: -40.00 life Maximum stamina: +40.00 Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Madness Rings can have magical properties. |
Mnemonic (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+1 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Madness It can be used to activate talent Mental Shielding (costing 7 power out of 30/30) : Effective talent level: 11.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 6 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Mnemonic (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+1 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Misfortune It can be used to activate talent Mental Shielding (costing 7 power out of 30/30) : Effective talent level: 11.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 6 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Mnemonic (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+1 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Nightmares It can be used to activate talent Mental Shielding (costing 7 power out of 30/30) : Effective talent level: 11.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 6 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 Curse of Shrouds It can be used to activate talent Shadowstep (costing 12 power out of 50/50) : Effective talent level: 2.6 Power cost: 12 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 166% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Nimbuspain the voratun ring (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +10 (+0 eff.) Effects on melee hit: * 66% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 physical Changes stats: +3 Str / +4 Dex / +12 Mag / +15 Wil / +4 Con Changes resistances: +20% blight / +6% temporal / +15% lightning Changes resistances penetration: +10% lightning / +35% nature Changes damage: +20% blight / +15% lightning Critical mult.: +10.00% Spell save: +19 (+1 eff.) Maximum mana: +40.00 Maximum stamina: +34.00 Spellpower: +15 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
Ring of Growth (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+0 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Madness This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Archlich (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+0 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Madness This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Ring of the War Master (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Madness A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Ring of the War Master (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Shrouds A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Samugoldil the Blastseam (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag / +22 Wil / +15 Cun Changes resistances: +6% lightning Changes damage: +15% cold Spell save: +6 (+0 eff.) Mental save: +20 (+1 eff.) Vim when firing critical spell: +3.60 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Spellpower: +14 (+1 eff.) Mindpower: +15 (+2 eff.) Curse of Madness Rings can have magical properties. |
Sulfurhack the voratun ring (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+3 eff.) Armour: +6 Defense: +10 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 72 * 30% chance to slow global speed by 93% * 30% chance to reduce armor by 83% Damage when hit (Melee): 8 acid Changes stats: +20 Cun / +19 Dex Changes resistances: +9% darkness / +21% nature / +6% blight / +38% fire / +6% mind / +6% light Changes resistances penetration: +5% acid Changes damage: +3% blight / +19% fire Blindness immunity: +30% Poison immunity: +30% Cut immunity: +20% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness Rings can have magical properties. |
Taintwaker (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Str / +11 Dex / +20 Mag / +7 Wil Changes resistances: +33% lightning / +33% light Changes resistances penetration: +57% lightning Changes damage: +68% nature / +24% mind Maximum encumbrance: +40 Infravision radius: +6 Curse of Shrouds Rings can have magical properties. |
The Black Ring (Shrouds)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 (+0 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Shrouds "An innocuous bauble. Until you look through the hole." |
Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 107.46 cold and 164.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 14 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb (Corpses)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 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Corpses It can be used to activate talent Manathrust (costing 2 power out of 6/6) : Effective talent level: 22.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 2959.53 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. |
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 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 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 2 power out of 6/6) : Effective talent level: 22.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 2959.53 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. |
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 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 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 2 power out of 6/6) : Effective talent level: 22.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 2959.53 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. |
Wheel of Fate (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 83% Damage when hit (Melee): 4 acid Changes stats: +10 Str / +12 Mag / +5 Wil / +6 Cun / +8 Con Changes resistances: +3% temporal Spell save: +10 (+0 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +13 (+1 eff.) Curse of Madness It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's stralite ring of power (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+0 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +17 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Madness Rings can have magical properties. |
conjurer's voratun ring of misery (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 62 Damage (Melee): 18 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 62 Damage (Ranged): 30 physical Changes stats: +6 Mag / +6 Wil / +9 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +12 (+1 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 11.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 203% weapon damage. If the attack hits, the target will bleed for 377% weapon damage over 7 turns, and all healing will be reduced by 103%. Rings can have magical properties. |
gladiator's voratun ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Changes stats: +10 Str / +10 Con Life regen: +18.00 Maximum life: +88.00 Healing mod.: +20% Curse of Madness Rings can have magical properties. |
gladiator's voratun ring of life (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Changes stats: +10 Str / +10 Con Life regen: +19.00 Maximum life: +81.00 Healing mod.: +20% Curse of Nightmares Rings can have magical properties. |
gladiator's voratun ring of luminosity (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+0 eff.) Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +8 Str / +10 Mag / +9 Con Changes damage: +20% light Curse of Shrouds Rings can have magical properties. |
painweaver's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +16 Physical power: +12 (+0 eff.) Defense: +12 (+1 eff.) Changes damage: +6% all Spellpower: +17 (+2 eff.) Mindpower: +9 (+1 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 11.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 248% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's voratun ring of life (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Life regen: +19.00 Maximum life: +86.00 Spellpower: +14 (+1 eff.) Healing mod.: +19% Curse of Madness Rings can have magical properties. |
sneakthief's voratun ring of life (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +13.00 Maximum life: +100.00 Healing mod.: +16% Curse of Misfortune Rings can have magical properties. |
sneakthief's voratun ring of speed (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Defense: +13 (+1 eff.) Changes stats: +10 Cun / +10 Dex Movement speed: +25% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 9 cooldown : Effective talent level: 20.6 Power cost: 9 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 128% for 5 turns. Rings can have magical properties. |
voratun ring 'Beterethra' (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +2 Cun Changes resistances: +3% physical / +15% blight / +9% fire / +20% nature / +17% mind Changes damage: +17% mind / +15% arcane Critical mult.: +5.00% Mental save: +3 (+0 eff.) Blindness immunity: +40% Poison immunity: +30% Disease immunity: +40% Cut immunity: +10% Pinning immunity: +20% Life regen: +18.00 Psi when hit: +0.04 Maximum life: +68.00 Maximum psi: +20.00 Spellpower: +20 (+2 eff.) Mindpower: +10 (+1 eff.) Healing mod.: +19% Curse of Madness Rings can have magical properties. |
voratun ring 'Blindpierce' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 25 darkness Changes stats: +10 Str / +16 Dex / +7 Cun / +6 Con Changes resistances: +21% acid / +36% darkness / +51% blight Changes resistances penetration: +40% darkness / +45% cold Changes damage: +72% acid Spell save: +20 (+1 eff.) Maximum stamina: +40.00 Infravision radius: +7 See invisible: +48 Curse of Shrouds Rings can have magical properties. |
voratun ring 'Isenor' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Physical power: +15 (+0 eff.) Defense: +17 (+1 eff.) Changes stats: +10 Str / +2 Mag / +3 Wil / +10 Con Changes resistances: +49% lightning / +12% acid / +6% light / +12% blight Changes damage: +20% lightning / +9% physical Physical save: +6 (+0 eff.) Only die when reaching: -40.00 life Infravision radius: +5 Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 11.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 248% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Layira' (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 2 mind Changes stats: +6 Mag / +12 Wil / +9 Cun Changes resistances penetration: +25% arcane Maximum encumbrance: +31 Equilibrium when hit: +0.04 Mana when firing critical spell: +2.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +3% Mindpower: +9 (+1 eff.) Curse of Corpses Rings can have magical properties. |
voratun ring 'Voidobeisance' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 23 darkness / 14 blight Changes stats: +16 Str / +17 Dex / +8 Mag Changes resistances: +33% darkness / +18% blight Changes resistances penetration: +50% blight / +30% physical / +59% darkness Spell save: +16 (+0 eff.) Stamina each turn: +7.12 Maximum stamina: +71.25 Curse of Misfortune Rings can have magical properties. |
voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings can have magical properties. |
voratun ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Misfortune Rings can have magical properties. |
voratun ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Misfortune Rings can have magical properties. |
voratun ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Shrouds Rings can have magical properties. |
voratun ring of life (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% Curse of Madness Rings can have magical properties. |
masterforged voratun battleaxe (Shrouds) (287% power, 38 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: 287% Range: 1.5x Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +85 Armour Penetration: +38 Crit. chance: +25.0% Attack speed: 152% When this weapon hits: Drain (15% chance level 4). On weapon hit: * 53% chance to slow global speed by 93% * 40% chance to reduce all saves and defense by 62 Damage (Melee): +24 light / +20 nature / +222 darkness / +222 cold / +222 blight / +32 mind Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +4 light / +4 mind When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 93% Damage when hit (Melee): 2 nature Changes stats: +19 Str / +19 Dex / +19 Mag / +17 Wil / +12 Cun / +19 Con Changes resistances: +9% mind / +15% nature Changes damage: +99% temporal / +111% light / +3% mind Talent granted: +5 Flameshock Critical mult.: +5.00% Mental save: +12 (+1 eff.) Maximum hate: +8.00 Maximum psi: +10.00 Mindpower: +45 (+5 eff.) Mental crit. chance: +4% Light radius: +2 Curse of Shrouds Massive two-handed battleaxes. |
Samyfast (Madness) (147% power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 66% chance to reduce armor by 83% * 35% chance to reduce all saves and defense by 62 Damage (Melee): +25 mind When wielded/worn: Damage when hit (Melee): 24 arcane Changes stats: +23 Str / +8 Mag / +33 Wil / +30 Cun Changes resistances: +27% temporal / +16% arcane / +27% darkness Changes resistances penetration: +45% arcane Changes damage: +72% arcane Blindness immunity: +66% Cut immunity: +66% Pinning immunity: +66% Only die when reaching: -240.00 life Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun dagger of ruin (Misfortune) (146% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +44 lightning / +45 cold When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances penetration: +23% lightning / +25% cold Critical mult.: +31.00% Movement speed: +44% Curse of Misfortune Sharp, short and deadly. |
Vorobeth the voratun greatmaul (Madness) (177% power, 49 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +49 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 73% chance to reduce all saves and defense by 62 Damage Shield penetration (this weapon only): +137% Damage (Melee): +40 physical Damage (radius 1) on hit: +64 temporal Damage (radius 2) on crit: +40 mind When wielded/worn: Physical crit. chance: +10.0% Changes stats: +13 Str / +54 Dex / +22 Con Changes resistances penetration: +65% arcane Changes damage: +30% mind Critical mult.: +130.00% Mana each turn: +0.48 Mana when firing critical spell: +7.32 Vim when firing critical spell: +7.32 Maximum mana: +200.00 Curse of Madness Massive two-handed mauls. |
reforged Falihell the Cleanseoracle (Corpses) (255% power, 23 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 255% Range: 1.5x Uses stat: 99% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +48 Armour Penetration: +23 Crit. chance: +12.0% Attack speed: 123% When this weapon hits: Distortion Wave (15% chance level 4). Damage Shield penetration (this weapon only): +20% Damage (Melee): +110 blight / +110 physical / +110 cold Damage (radius 2) on crit: +49 lightning / +63 cold When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +17 Effects on melee hit: * 34% chance to gain 10% of a turn (3/turn limit) Changes stats: +17 Str / +16 Dex / +23 Mag / +15 Wil / +19 Cun / +16 Con Changes resistances: +6% nature Changes resistances penetration: +35% lightning / +13% physical / +35% cold Changes damage: +50% cold / +6% arcane / +50% mind Talent granted: +3 Deadly Strikes Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +60.00 Spellpower: +20 (+2 eff.) Movement speed: +70% Curse of Corpses Massive two-handed mauls. |
reforged Heregoneg the voratun greatmaul (Corpses) (266% power, 34 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 266% Range: 1.5x Uses stat: 106% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +76 Armour Penetration: +34 Crit. chance: +18.0% Attack speed: 143% When this weapon hits: Virulent Disease (10% chance level 3). On weapon hit: * 42% chance to reduce all saves and defense by 62 * 40% chance to reduce armor by 83% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +161 nature / +51 mind / +161 temporal / +161 arcane Damage (radius 2) on crit: +24 mind When wielded/worn: Changes stats: +10 Cun / +10 Wil Changes resistances: +6% fire Changes resistances penetration: +10% temporal / +34% fire Changes damage: +12% acid / +42% fire / +72% light / +72% temporal Mental save: +18 (+1 eff.) Maximum life: +60.00 Curse of Corpses Massive two-handed mauls. |
reforged Isitira the Blazeoozer (Nightmares) (Shrouds) (296% power, 38 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 296% Range: 1.5x Uses stat: 118% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +85 Armour Penetration: +38 Crit. chance: +20.0% Attack speed: 152% When this weapon hits: Flame (15% chance level 5). Damage (Melee): +8 acid / +218 temporal / +28 darkness / +218 nature / +218 light Damage (radius 1) on hit: +12 light Damage against: +28% Living When wielded/worn: Accuracy: +35 (+4 eff.) Effects on melee hit: * 30% chance to reduce armor by 83% Damage when hit (Melee): 14 light Changes stats: +5 Dex / +29 Wil / +3 Cun / +25 Con Changes resistances: +12% light / +6% temporal Changes resistances penetration: +10% acid / +10% light Changes damage: +98% lightning / +98% blight Talent granted: +5 Slime Spit Maximum life: +154.00 Combat speed: +10% Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun greatmaul of enduring (Nightmares) (181% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 62 Damage (Melee): +35 mind When wielded/worn: Changes stats: +31 Wil / +10 Cun / +21 Con Maximum life: +154.00 Curse of Nightmares Massive two-handed mauls. |
voratun greatmaul (Shrouds) (179% power, 4 apr)Requires: - Strength 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Curse of Shrouds Massive two-handed mauls. |
masterforged hateful voratun greatsword of erosion (Shrouds) (332% power, 49 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 332% Range: 1.6x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +112 Armour Penetration: +49 Crit. chance: +27.0% Attack speed: 182% When this weapon hits: Weakness Disease (10% chance level 3). Damage (Melee): +373 temporal / +27 darkness / +373 fire / +373 arcane / +23 nature Damage against: +23% Living When wielded/worn: Changes damage: +163% mind / +163% fire Talent granted: +5 Deadly Strikes Curse of Shrouds Massive two-handed swords. |
masterforged voratun greatsword (Misfortune) (283% power, 38 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 283% Range: 1.6x Uses stat: 118% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +85 Armour Penetration: +38 Crit. chance: +22.0% Attack speed: 152% When this weapon hits: Weakness Disease (10% chance level 3). On weapon hit: * 30% chance to reduce all saves and defense by 62 Damage (Melee): +218 acid / +218 physical / +4 mind / +218 nature Damage (radius 1) on hit: +32 darkness Damage (radius 2) on crit: +63 lightning / +63 cold / +4 darkness When wielded/worn: Accuracy: +34 (+4 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +21 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 72 Changes stats: +3 Mag / +1 Wil Changes resistances: +6% blight / +3% darkness / +6% nature / +15% mind Changes resistances penetration: +35% lightning / +35% cold / +10% mind / +21% physical Changes damage: +98% temporal / +98% light / +9% nature / +3% arcane / +6% mind Talent granted: +5 Slime Spit Critical mult.: +10.00% Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Movement speed: +64% Curse of Misfortune Massive two-handed swords. |
reforged Stormjam the voratun greatsword (Madness) (260% power, 32 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 260% Range: 1.6x Uses stat: 103% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +72 Armour Penetration: +32 Crit. chance: +19.0% Attack speed: 139% When this weapon hits: Stun (15% chance level 3). Damage (Melee): +152 lightning / +4 temporal / +28 darkness / +152 acid / +152 light Damage (radius 2) on crit: +20 lightning Damage against: +19% Living When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +19 Str / +17 Dex / +19 Mag / +19 Wil / +14 Cun / +19 Con Changes resistances: +6% lightning / +6% temporal / +3% fire / +9% mind / +1% physical Changes resistances penetration: +33% fire Changes damage: +77% lightning / +42% fire / +68% mind Talent granted: +5 Bone Grab Spell save: +3 (+0 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Curse of Madness Massive two-handed swords. |
Storm Fury (Nightmares)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+2 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+3 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 683 to 1366 lightning damage based on Magic with a chance to inflict Daze. Curse of Nightmares This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
penetrating dragonbone longbow of enduring (Madness)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +23 Con / +20 Wil Changes resistances penetration: +26% physical Maximum life: +92.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
masterforged voratun longsword (Nightmares) (263% power, 49 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 263% Range: 1.4x Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +107 Armour Penetration: +49 Crit. chance: +26.0% Attack speed: 175% When this weapon hits: Earthen Missiles (15% chance level 4). Damage (Melee): +255 lightning / +255 physical / +36 arcane / +255 mind Damage (radius 1) on hit: +36 mind / +62 blight When wielded/worn: Changes stats: +12 Str / +13 Cun / +23 Con Changes resistances: +30% acid / +54% blight Changes damage: +33% acid / +112% physical / +27% arcane / +139% blight Talent granted: +5 Flameshock Critical mult.: +62.86% Mental save: +36 (+3 eff.) Psi when hit: +0.44 Maximum hate: +18.00 Mental crit. chance: +25% Light radius: +9 Curse of Nightmares Sharp, long, and deadly. |
reforged Radhosta the Cloudnaught (Corpses) (Madness) (234% power, 40 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 234% Range: 1.4x Uses stat: 107% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +85 Armour Penetration: +40 Crit. chance: +20.0% Attack speed: 152% When this weapon hits: Tidal Wave (10% chance level 2). On weapon hit: * 35% chance to reduce all saves and defense by 62 Damage (Melee): +156 lightning / +181 mind / +156 arcane When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +25 (+1 eff.) Armour: +10 Damage when hit (Melee): 12 lightning / 6 blight Changes stats: +16 Str / +12 Dex / +15 Mag / +20 Wil / +20 Cun / +13 Con Changes damage: +70% acid / +21% physical / +6% blight / +70% fire / +9% arcane Talent granted: +5 Pulverizing Auger Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Curse of Madness Blunt and deadly. |
reforged voratun mace 'Ulumas' (Shrouds) (Corpses) (239% power, 40 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 239% Range: 1.4x Uses stat: 106% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +85 Armour Penetration: +40 Crit. chance: +20.0% Attack speed: 152% When this weapon hits: Manathrust (15% chance level 3). Damage (Melee): +156 acid / +156 cold / +156 arcane When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +13 Defense: +15 (+1 eff.) Effects on melee hit: * 53% chance to gain 10% of a turn (3/turn limit) * 40% chance to reduce all saves and defense by 62 Changes stats: +12 Str / +12 Dex / +17 Mag / +11 Wil / +21 Cun / +22 Con Changes resistances: +13% arcane / +6% temporal Changes resistances penetration: +10% all Changes damage: +70% fire / +15% temporal / +79% mind / +15% arcane Talent granted: +5 Acidic Spray Disarm immunity: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted living mindstar of balance (Shrouds) (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +2.50 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Frigidcrypt (Misfortune)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 mind Damage (radius 2) on crit: +44 acid / +45 nature / +8 mind When wielded/worn: Armour penetration: +15 Physical power: +14 (+0 eff.) Changes stats: +16 Str / +17 Dex / +11 Mag / +20 Wil / +15 Cun / +12 Con Changes resistances: +6% nature / +12% blight Changes resistances penetration: +24% acid / +25% nature / +35% blight Changes damage: +30% cold Maximum hate: +4.00 Mindpower: +10 (+1 eff.) Light radius: +8 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Shockbutcher' (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 113% Range: 1.1x Uses stat: Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Attack speed: 100% Firing range: +10 Travel speed: +634% Damage (Ranged): +20 acid Damage (radius 2) on crit: +45 lightning / +33 cold When wielded/worn: Physical crit. chance: +2.0% Changes stats: +17 Str / +13 Dex / +13 Mag / +15 Wil / +17 Cun / +18 Con Changes resistances: +6% lightning Changes resistances penetration: +40% lightning / +22% cold Changes damage: +20% acid Critical mult.: +20.00% Mental save: +9 (+1 eff.) Stamina each turn: +5.00 Maximum psi: +20.00 Mindpower: +25 (+3 eff.) Movement speed: +40% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Xynn' (Shrouds)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (radius 1) on hit: +16 acid When wielded/worn: Physical power: +10 (+0 eff.) Defense: +9 (+1 eff.) Ammo reloads per turn: +2 Changes stats: +12 Str / +8 Dex / +9 Mag / +9 Wil / +7 Cun / +11 Con Changes damage: +14% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 45 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.Obsidiansmash the dragonbone magestaff (Nightmares) (136% power, 6 apr, light element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] 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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+1 eff.) Damage when hit (Melee): 10 darkness / 8 fire Changes stats: +5 Str / +5 Dex / +13 Wil / +14 Con Changes resistances penetration: +10% darkness Changes damage: +27% mind / +30% light Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +9 (+1 eff.) Life regen: +4.00 Equilibrium when hit: +0.20 Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Spellpower: +35 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +4% Light radius: +11 Healing mod.: +60% Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.6 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 545.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (Shrouds) (143% power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+3 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 magestaff of fate (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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +10 Cun / +10 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +15 (+1 eff.) Spell save: +13 (+0 eff.) Mental save: +15 (+1 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +44.00 Maximum neg.energy: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +13% 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.greater elven-wood vilestaff of might (Corpses) (129% power, 5 apr, fire 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Spellpower: +23 (+2 eff.) Spell crit. chance: +17% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
masterforged orichalcum trident (Shrouds) (306% power, 57 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 306% Range: 1.6x Uses stat: 141% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +103 Armour Penetration: +57 Crit. chance: +53.0% Attack speed: 169% When this weapon hits: Distortion Wave (15% chance level 4). Damage (Melee): +278 mind / +278 nature / +278 arcane Damage (radius 2) on crit: +28 physical When wielded/worn: Armour penetration: +11 Armour: +18 Effects on melee hit: * 60% chance to slow global speed by 93% Changes stats: +11 Dex / +23 Mag Changes resistances: +36% mind / +9% physical Changes resistances penetration: +40% nature Changes damage: +36% physical / +123% darkness / +123% fire Talent granted: +5 Deadly Strikes Critical mult.: +45.00% Stamina each turn: +9.14 Equilibrium when hit: +0.56 Mindpower: +45 (+5 eff.) Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
masterforged voratun waraxe (Corpses) (253% power, 49 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 253% Range: 1.4x Uses stat: 134% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +107 Armour Penetration: +49 Crit. chance: +28.0% Attack speed: 175% When this weapon hits: Mind Blast (15% chance level 3). On weapon hit: * 24% chance to reduce all saves and defense by 62 Damage (Melee): +254 lightning / +254 darkness / +254 blight / +25 mind Damage (radius 1) on hit: +36 physical Damage (radius 2) on crit: +44 nature When wielded/worn: Effects on melee hit: * 59% chance to slow global speed by 93% Changes stats: +23 Str / +9 Dex / +8 Mag / +7 Wil / +5 Cun Changes resistances: +30% temporal Changes resistances penetration: +55% blight / +40% nature Changes damage: +111% blight / +111% fire / +27% arcane Talent granted: +5 Slime Spit Critical mult.: +50.00% Mana each turn: +0.48 Equilibrium when hit: +0.44 Maximum mana: +240.00 Spellpower: +40 (+3 eff.) Spell crit. chance: +9% Mindpower: +70 (+9 eff.) Damage Shield penetration: +88% Curse of Corpses One-handed war axes. |
masterforged voratun waraxe (Misfortune) (256% power, 47 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 256% Range: 1.4x Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +103 Armour Penetration: +47 Crit. chance: +27.0% Attack speed: 169% When this weapon hits: Disperse Magic (10% chance level 2). Damage (Melee): +205 lightning / +205 temporal / +17 darkness / +36 cold / +32 arcane / +267 light Damage (radius 2) on crit: +32 cold / +40 nature / +32 arcane Damage against: +18% Living When wielded/worn: Changes stats: +24 Dex / +8 Mag / +22 Cun / +8 Con Changes resistances: +33% light Changes resistances penetration: +40% light Changes damage: +90% lightning / +90% blight Talent granted: +5 Pulverizing Auger Light radius: +9 Infravision radius: +9 See invisible: +24 Curse of Misfortune One-handed war axes. |
masterforged voratun waraxe (Shrouds) (209% power, 36 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 209% Range: 1.4x Uses stat: 93% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +76 Armour Penetration: +36 Crit. chance: +22.0% Attack speed: 143% When this weapon hits: Manathrust (15% chance level 3). Damage (Melee): +113 lightning / +113 darkness / +113 acid When wielded/worn: Changes stats: +11 Str / +11 Dex / +9 Mag / +9 Wil / +9 Cun / +8 Con Changes damage: +51% acid / +51% fire Curse of Shrouds One-handed war axes. |
masterforged voratun waraxe (Shrouds) (207% power, 36 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 207% Range: 1.4x Uses stat: 94% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +76 Armour Penetration: +36 Crit. chance: +22.0% Attack speed: 143% When this weapon hits: Cripple (10% chance level 2). Damage (Melee): +115 blight / +115 nature / +115 darkness When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +14 Changes stats: +15 Con / +15 Wil Changes resistances penetration: +15% physical Changes damage: +52% nature / +52% acid Talent granted: +5 Slime Spit Maximum life: +110.00 Curse of Shrouds One-handed war axes. |
reforged Yarodrakhad (Nightmares) (228% power, 40 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 228% Range: 1.4x Uses stat: 106% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +85 Armour Penetration: +40 Crit. chance: +24.0% Attack speed: 152% When this weapon hits: Curse of Defenselessness (15% chance level 2). Damage (Melee): +156 fire / +156 physical / +14 darkness / +156 temporal Damage against: +20% Living When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes stats: +15 Con / +22 Wil Changes damage: +6% blight / +70% fire / +82% mind Talent granted: +3 Slime Spit Critical mult.: +33.00% Spell save: +20 (+1 eff.) Maximum life: +101.00 Curse of Nightmares One-handed war axes. |
voratun waraxe (Madness) (151% power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Curse of Madness One-handed war axes. |
Alobar the Wintersting (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Changes stats: +2 Dex / +12 Mag / +1 Wil / +5 Con Changes resistances: +1% physical / +15% cold / +14% fire Changes damage: +15% cold Physical save: +15 (+1 eff.) Cut immunity: +30% Mana each turn: +0.50 Maximum life: +80.00 Maximum mana: +48.00 Mindpower: +10 (+1 eff.) Light radius: +3 Infravision radius: +2 Curse of Madness A belt that goes around your waist. |
Blizzardslicer (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal / 4 cold Changes stats: +6 Dex / +2 Mag / +2 Wil / +6 Cun / +10 Lck Changes resistances: +8% acid / +6% blight / +10% fire / +10% lightning / +9% cold Changes resistances penetration: +5% cold Changes damage: +3% arcane / +12% cold Critical mult.: +25.00% Trap disarming bonus: +29 Stealth bonus: +15 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spellpower: +5 (+1 eff.) Infravision radius: +5 Curse of Misfortune A belt that goes around your waist. |
Bregeyarand the hardened leather belt (Madness)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +8 Changes stats: +4 Str / +10 Dex / +3 Mag / +3 Wil / +10 Cun / +16 Lck Changes resistances: +18% darkness / +12% acid Changes resistances penetration: +25% mind Critical mult.: +20.00% Reduces incoming crit damage: 20.00% Trap disarming bonus: +40 Stealth bonus: +19 Physical save: +11 (+0 eff.) Spell save: +15 (+0 eff.) Life regen: +10.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Only die when reaching: -80.00 life Mindpower: +38 (+5 eff.) Infravision radius: +9 Curse of Madness A belt that goes around your waist. |
Cloudsin (Madness)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +5 Str / +6 Dex / +4 Mag / +13 Wil / +20 Cun / +4 Con / +10 Lck Changes resistances penetration: +20% fire Changes damage: +72% lightning Damage against: +39% Summoned Reduced damage from: +45% Summoned Reduces incoming crit damage: 10.00% Trap disarming bonus: +20 Stealth bonus: +15 Physical save: +12 (+0 eff.) Mindpower: +9 (+1 eff.) Infravision radius: +6 Curse of Madness A belt that goes around your waist. |
Emblem of Evasion (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+1 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion (costing 7 power out of 30/30) : Effective talent level: 22.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 1417 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Filthlady the drakeskin leather belt (Madness) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 14 nature Changes stats: +13 Str / +16 Dex / +19 Mag / +7 Wil / +35 Cun / +17 Con Changes resistances: +21% temporal Changes resistances penetration: +55% mind / +50% temporal Changes damage: +27% temporal / +36% arcane / +30% nature Reduces incoming crit damage: 35.00% Physical save: +20 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+1 eff.) Stun/Freeze immunity: +60% Mana each turn: +0.44 Spellpower on spell critical (stacks up to 3 times): +28 Spellpower: +35 (+3 eff.) Light radius: +9 Infravision radius: +7 See invisible: +21 Curse of Madness A belt that goes around your waist. |
Huromakhad (Nightmares)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +3 Str / +5 Con Changes resistances penetration: +20% mind Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Physical save: +13 (+0 eff.) Life regen: +2.90 Maximum life: +70.00 Maximum hate: +8.00 Healing mod.: +19% Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Ivutta (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 23 mind Changes stats: +14 Wil / +21 Mag Changes resistances: +8% physical / +21% darkness / +33% cold / +21% nature / +30% temporal Changes resistances penetration: +50% blight Changes damage: +48% blight Reduces incoming crit damage: 35.00% Mana each turn: +0.51 Maximum mana: +299.58 Curse of Misfortune A belt that goes around your waist. |
Ragudradur the Breezeriver (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to slow global speed by 93% Changes stats: +7 Cun / +9 Con Changes resistances: +21% lightning / +7% physical / +21% darkness Reduces incoming crit damage: 26.41% Physical save: +15 (+1 eff.) Life regen: +7.04 Only die when reaching: -100.00 life Maximum life: +176.07 Mindpower: +12 (+1 eff.) Healing mod.: +35% Curse of Corpses A belt that goes around your waist. |
Rope Belt of the Thaloren (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+2 eff.) Mental crit. chance: +15% Curse of Misfortune The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Sunvault the drakeskin leather belt (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+1 eff.) Changes stats: +5 Dex / +10 Mag / +6 Cun / +10 Lck Changes resistances: +18% blight / +27% fire Changes damage: +6% arcane / +9% fire Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +25 (+1 eff.) Mana each turn: +0.68 Mana when firing critical spell: +3.96 Maximum mana: +60.00 Maximum vim: +40.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +3% Infravision radius: +6 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Misfortune A belt that goes around your waist. |
Yvythra the drakeskin leather belt (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +16 Changes stats: +19 Wil / +19 Con Changes resistances: +21% temporal / +18% cold / +6% physical Changes resistances penetration: +40% acid / +30% temporal Spell save: +27 (+1 eff.) Mental save: +15 (+1 eff.) Life regen: +8.85 Stamina each turn: +6.00 Psi when hit: +0.32 Spellpower: +12 (+1 eff.) Mindpower: +50 (+6 eff.) Healing mod.: +44% Curse of Madness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's drakeskin leather belt of recklessness (Corpses) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Changes stats: +11 Mag Critical mult.: +14.00% Mana each turn: +0.60 Maximum mana: +60.00 Curse of Corpses A belt that goes around your waist. |
Chamilin the Plaguenigh (Nightmares) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +11 Defense: +3 (+0 eff.) Effects on melee hit: * 57% chance to reduce damage dealt by 49% * 57% chance to reduce all saves and defense by 62 Damage when hit (Melee): 22 mind Changes resistances: +57% nature / +42% mind Changes resistances penetration: +35% darkness / +35% nature / +65% mind Changes damage: +27% nature / +24% mind Critical mult.: +70.00% Stealth bonus: +15 Equilibrium when hit: +0.80 Maximum psi: +80.00 Mental crit. chance: +14% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cracklebrace (Misfortune) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Mag / +12 Wil Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +25% lightning Changes damage: +18% lightning Mental save: +15 (+1 eff.) Life regen: +4.14 Maximum hate: +8.00 Spell crit. chance: +8% Mental crit. chance: +4% 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. |
Guise of the Hated (Nightmares) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+1 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Nightmares Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetraptor the elven-silk cloak (Shrouds) (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +40 (+5 eff.) Armour: +10 Defense: +3 (+0 eff.) Damage when hit (Melee): 26 darkness Changes stats: +32 Str / +13 Mag / +8 Wil / +20 Cun Changes resistances: +13% arcane / +30% cold Spell save: +33 (+2 eff.) Mental save: +45 (+3 eff.) Disease immunity: +54% Confusion immunity: +54% Infravision radius: +8 See invisible: +30 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. |
Nerowe the Sleetsteel (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Defense: +3 (+0 eff.) Changes stats: +9 Str / +19 Dex / +8 Con Changes resistances: +27% temporal / +30% darkness / +36% blight / +45% cold / +65% light Changes resistances penetration: +45% acid / +82% arcane Changes damage: +36% cold Reduces incoming crit damage: 45.00% Spell save: +39 (+3 eff.) Poison immunity: +65% Confusion immunity: +65% Knockback immunity: +65% Life regen: +13.13 Stamina each turn: +9.85 Maximum stamina: +90.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% Curse of Corpses It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 3 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scaldwreck the elven-silk cloak (Nightmares) (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Effects on melee hit: * 60% chance to reduce strength, dexterity, and constitution by 72 * 60% chance to reduce all saves and defense by 62 Damage when hit (Melee): 16 acid / 20 blight Changes stats: +8 Str / +31 Dex / +18 Mag / +8 Cun / +9 Con Changes resistances: +72% acid / +24% fire / +45% mind / +30% cold Changes resistances penetration: +75% blight / +55% fire Changes damage: +27% mind / +48% acid Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Shrouds) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+1 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Shrouds Cunning and malice seem to emanate from this cloak. |
Threads of Fate (Nightmares) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 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 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+1 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) Curse of Nightmares It can be used to activate talent See the Threads (costing 12 power out of 50/50) : Effective talent level: 1.3 Power cost: 12 out of 50/50. 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. |
battlemaster's elven-silk cloak of sorcery (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Str / +6 Dex / +6 Mag / +6 Wil / +5 Con Talent mastery: +0.40 Technique / Combat training Spell save: -28 (-2 eff.) Stamina each turn: +1.50 Mana each turn: -0.49 Spell crit. chance: +7% 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. |
elven-silk cloak 'Aroyalaith' (Misfortune) (48 def, 18 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +18 Defense: +48 (+3 eff.) Changes stats: +3 Str / +11 Mag / +12 Wil / +3 Con Changes resistances: +2% physical Changes resistances penetration: +10% mind Critical mult.: +20.00% Physical save: +25 (+1 eff.) Spell save: +35 (+2 eff.) Mental save: +19 (+1 eff.) Stamina each turn: +2.00 Equilibrium when hit: +0.16 Vim when firing critical spell: +3.00 Maximum mana: +80.00 Maximum hate: +4.00 Maximum psi: +30.00 Spell crit. chance: +11% 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. |
elven-silk cloak 'Daywitch' (Corpses) (3 def, 0 armour) =Great stats=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 54% chance to reduce strength, dexterity, and constitution by 72 * 54% chance to reduce all saves and defense by 62 Damage when hit (Melee): 27 light Changes stats: +21 Str / +14 Dex / +6 Mag / +14 Wil / +20 Con Changes resistances penetration: +60% light Changes damage: +51% blight / +39% temporal / +36% mind Spell crit. chance: +8% Light radius: +8 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Glarespiker' (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 72 * 40% chance to reduce armor by 83% Damage when hit (Melee): 2 fire Changes stats: +6 Dex / +5 Mag / +6 Wil / +6 Cun Changes resistances: +9% acid / +9% fire / +9% light / +12% blight Changes resistances penetration: +25% acid / +20% light / +15% blight Changes damage: +12% light Spell save: +30 (+2 eff.) Mental save: +11 (+1 eff.) Maximum mana: +80.00 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 sorcery (Shrouds) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +6 Wil Spell crit. chance: +8% 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.spellwoven woollen robe of alchemy (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% acid / +14% physical / +12% fire / +14% cold / +9% all Changes damage: +12% acid / +13% physical / +12% fire / +13% cold Talent cooldown: Refit Golem (-4 turns) Spell save: +21 (+1 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe of Linaniil (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mana each turn: +0.22 Maximum mana: +64.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +9% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airripper the pair of voratun boots (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +19 Dex / +12 Mag / +7 Wil / +28 Con Changes resistances: +27% lightning / +15% fire / +37% mind / +14% cold Changes resistances penetration: +55% blight Reduces incoming crit damage: 35.00% Light radius: +7 See invisible: +30 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. |
Bregedohell (Nightmares) (50 def, 33 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +33 Defense: +50 (+3 eff.) Damage when hit (Melee): 20 physical Changes stats: +11 Str / +7 Dex / +17 Wil / +14 Lck Changes resistances penetration: +60% blight / +35% mind Changes damage: +18% mind / +21% blight Stealth bonus: +15 Mental save: +21 (+1 eff.) Equilibrium when hit: +0.28 Maximum psi: +70.00 Mindpower: +30 (+4 eff.) Mental crit. chance: +7% Curse of Nightmares A pair of boots made of leather. |
Ebonyveil the pair of voratun boots (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 49% Changes stats: +10 Str / +10 Con Changes resistances: +12% darkness / +9% acid Changes resistances penetration: +25% acid / +25% fire Changes damage: +9% acid / +9% fire / +18% darkness / +10% physical Size category: +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emyna the pair of drakeskin leather boots (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +4.0% Physical power: +10 (+0 eff.) Armour: +5 Fatigue: -10% Effects on melee hit: * 38% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Str / +1 Cun / +14 Con Changes damage: +15% mind / +8% physical Critical mult.: +5.00% Stamina each turn: +0.90 Only die when reaching: -20.00 life Maximum life: +58.00 Maximum hate: +6.00 Maximum psi: +20.00 Movement speed: +10% Size category: +1 Curse of Madness It can be used to activate talent Rush, placing all other charms into a 6 cooldown : Effective talent level: 30.9 Power cost: 6 out of 25/25. Range: 14 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Glowspawn the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 52% chance to reduce strength, dexterity, and constitution by 72 Changes stats: +20 Str / +11 Dex / +6 Mag / +6 Wil / +10 Con Changes resistances: +24% blight Changes resistances penetration: +55% light / +35% arcane Changes damage: +33% blight / +33% light / +30% mind Mental save: +24 (+2 eff.) Mana each turn: +0.45 Equilibrium when hit: +0.32 Psi when hit: +0.48 Maximum mana: +60.00 Spell crit. chance: +5% Infravision radius: +7 See invisible: +24 Curse of Nightmares A pair of boots made of leather. |
Isladabeth the Demonquencher (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +14 Cun / +27 Con Changes resistances penetration: +30% fire / +30% mind / +10% physical Changes damage: +24% darkness Critical mult.: +30.00% Reduces incoming crit damage: 30.00% Mental save: +41 (+3 eff.) Psi when hit: +0.80 Mindpower: +9 (+1 eff.) Mental crit. chance: +8% Light radius: +6 Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 156% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 258 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Jetvortex (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 mind / 4 acid Changes stats: +14 Wil / +8 Cun / +6 Con Changes resistances: +10% lightning / +13% temporal / +9% darkness / +6% acid Changes resistances penetration: +20% mind / +8% physical Changes damage: +9% darkness Life regen: +9.00 Equilibrium when hit: +0.12 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Healing mod.: +20% Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 199 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningprophet the pair of voratun boots (Nightmares) (18 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+1 eff.) Fatigue: +4% Effects on melee hit: * 66% chance to reduce armor by 83% Changes stats: +19 Dex / +11 Mag / +9 Wil / +23 Cun Changes resistances: +16% arcane / +54% lightning Changes damage: +69% blight / +75% lightning Infravision radius: +10 See invisible: +66 Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 7 cooldown : Effective talent level: 16.5 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 1142 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchnoon (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 51 arcane resource burn * 51% chance to slow global speed by 93% Changes stats: +7 Str / +14 Dex / +8 Cun / +15 Lck Changes resistances: +48% lightning / +27% temporal / +33% light / +21% blight / +12% arcane / +33% acid Changes resistances penetration: +35% darkness Reduces incoming crit damage: 38.65% Stealth bonus: +14 Equilibrium when hit: +0.28 Maximum psi: +90.00 Mindpower: +40 (+5 eff.) Infravision radius: +7 Curse of Madness A pair of boots made of leather. |
Shineblight (Misfortune) (0 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 18 mind Changes stats: +20 Str / +20 Dex / +9 Con Changes resistances: +21% blight Changes resistances penetration: +45% mind Changes damage: +21% light Reduces incoming crit damage: 36.19% Psi when hit: +0.32 Mental crit. chance: +6% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Curse of Misfortune A pair of boots made of leather. |
Silydamiba the Furnacehue (Nightmares) (30 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light / 4 fire Changes stats: +3 Str / +6 Wil / +10 Con Changes resistances: +24% lightning / +27% temporal / +6% light / +6% fire / +15% darkness Changes resistances penetration: +10% physical Changes damage: +15% temporal / +6% fire Physical save: +15 (+1 eff.) Spell save: +6 (+0 eff.) Disease immunity: +40% Confusion immunity: +30% Life regen: +4.00 Only die when reaching: -100.00 life Mindpower: +9 (+1 eff.) Healing mod.: +10% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 6 cooldown : Effective talent level: 30.9 Power cost: 6 out of 25/25. Range: 14 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
Tulurion the Prismglean (Misfortune) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 22 cold Changes stats: +7 Str / +17 Mag / +7 Wil / +11 Cun / +18 Con Changes resistances: +42% cold Changes resistances penetration: +50% light Changes damage: +21% lightning / +24% light / +74% mind Reduces incoming crit damage: 37.11% Stamina each turn: +1.30 Maximum stamina: +40.00 Light radius: +7 See invisible: +21 Curse of Misfortune A pair of boots made of leather. |
Unbreakable Greaves (Misfortune) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Misfortune These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (Corpses) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Corpses It can be used to activate talent Telekinetic Leap (costing 5 power out of 20/20) : Effective talent level: 16.5 Power cost: 5 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 9 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
fleetfooted pair of hardened leather boots of rushing (Misfortune) (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+0 eff.) Changes stats: +2 Str / +4 Dex / +2 Con Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 6 cooldown : Effective talent level: 20.6 Power cost: 6 out of 25/25. Range: 14 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Dakhtun's Gauntlets (Shrouds) (0 def, 6 armour)Requires: - Heavy 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 Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds 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. |
Hand of the World-Shaper (Shrouds) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Earthquake (costing 7 power out of 30/30) : Effective talent level: 22.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 2150.57 physical damage in a radius of 8 each turn for 15 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (Shrouds) (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Curse of Shrouds It can be used to activate talent Obliterating Smash (costing 6 power out of 25/25) : Effective talent level: 3.9 Power cost: 6 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 161% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
stone warden's voratun gauntlets of the iron hand (Misfortune) (0 def, 23 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +23 Armour Hardiness: +15% Fatigue: +5% Changes stats: +4 Str / +4 Wil / +20 Con Changes resistances: +11% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of the iron hand (Nightmares) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Armour Hardiness: +11% Fatigue: +5% Changes stats: +4 Str / +3 Wil / +15 Con Changes resistances: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +46% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Aeradur the Sparkglean (Misfortune) (0 def, 25 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +8 Armour: +25 Fatigue: +5% Effects on melee hit: * 65% chance to reduce armor by 83% Damage when hit (Melee): 16 acid Changes stats: +20 Str / +32 Wil / +7 Cun / +8 Con Changes resistances: +15% blight / +36% acid / +24% lightning Changes resistances penetration: +81% arcane / +70% acid Changes damage: +24% arcane / +24% physical Critical mult.: +55.00% Physical save: +24 (+1 eff.) Mental save: +15 (+1 eff.) Stamina each turn: +9.80 Only die when reaching: -140.00 life Maximum stamina: +80.00 Curse of Misfortune A cap made of leather. |
Gloomtouch (Nightmares) (0 def, 37 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +35 (+1 eff.) Armour: +37 Fatigue: +5% Effects on melee hit: * 48% chance to reduce damage dealt by 49% Changes stats: +7 Str / +29 Con Changes resistances: +8% physical / +36% temporal Changes resistances penetration: +61% arcane Critical mult.: +48.99% Physical save: +25 (+1 eff.) Defense after a teleport: +36 Resist all after a teleport: +36% New effects duration reduction after a teleport: +36% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Issybar the Stormdream (Corpses) (3 def, 0 armour) =Good Hat=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 acid Changes stats: +5 Dex / +25 Mag / +12 Wil / +7 Cun Changes resistances: +6% darkness Changes resistances penetration: +15% lightning Changes damage: +9% lightning Spell save: +29 (+2 eff.) Mindpower: +6 (+1 eff.) Light radius: +3 See invisible: +12 Curse of Corpses A pointy cloth hat, very wizardly... |
Nyzor (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 41 arcane resource burn Changes stats: +14 Str / +9 Dex / +10 Wil / +5 Con Changes resistances: +21% acid / +6% temporal / +6% light / +15% blight / +12% nature Changes damage: +6% mind Mental save: +14 (+1 eff.) Life regen: +6.00 Maximum hate: +2.00 Mindpower: +5 (+0 eff.) Mental crit. chance: +5% Healing mod.: +10% Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.9 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 82824.7 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
The Face of Fear (Misfortune) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) Curse of Misfortune It can be used to activate talent Instill Fear (costing 5 power out of 45/45) : Effective talent level: 2.6 Power cost: 5 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 82.81 mind and 154.95 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 46% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 47. Terrified: Deals 20.93 mind and 39.16 darkness damage per turn and increases cooldowns by 70%. Haunted: Causes the target to suffer 32.20 mind and 60.25 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
masterforged voratun helm (Corpses) (22 def, 70 armour) =Great stats=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +69 Defense: +22 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 24 mind / 14 darkness Changes stats: +32 Str / +11 Dex / +8 Mag / +8 Wil / +7 Cun / +8 Con Changes resistances: +33% blight / +33% nature / +33% darkness Changes resistances penetration: +40% light / +60% cold Changes damage: +24% darkness / +10% all Talent mastery: +0.10 Technique / Forgeknight combat maneuvers Talent granted: +5 Disperse Magic Critical mult.: +60.00% Reduces incoming crit damage: 47.10% Physical save: +25 (+1 eff.) Mental save: +302 (+22 eff.) Blindness immunity: +67% Confusion immunity: +67% Fear immunity: +67% Stamina each turn: +15.00 Maximum stamina: +628.00 Maximum hate: +20.00 Maximum psi: +80.00 Spell crit. chance: +5% Mindpower: +40 (+5 eff.) Mental crit. chance: +13% Light radius: +8 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (Misfortune) (22 def, 70 armour) =Good damage, look for sta=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +69 Defense: +22 (+1 eff.) Fatigue: +5% Changes stats: +6 Str / +6 Wil / +11 Cun / +8 Con Changes resistances: +33% acid / +11% physical / +57% light / +33% lightning / +33% cold / +33% fire / +69% mind / +24% temporal Changes resistances penetration: +40% mind Changes damage: +20% all Talent mastery: +0.10 Technique / Battle tactics Talent granted: +5 Track Critical mult.: +45.00% Spell save: +42 (+3 eff.) Mental save: +343 (+25 eff.) Blindness immunity: +67% Silence immunity: +65% Confusion immunity: +67% Pinning immunity: +65% Fear immunity: +67% Stamina each turn: +15.62 Mana each turn: +0.56 Psi when hit: +0.28 Mana when firing critical spell: +6.57 Maximum life: +160.00 Maximum mana: +160.00 Maximum stamina: +633.00 Maximum hate: +22.00 Spell crit. chance: +21% Mental crit. chance: +10% Light radius: +2 Damage Shield penetration: +80% Defense after a teleport: +49 Resist all after a teleport: +49% New effects duration reduction after a teleport: +49% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Gunor the voratun helm (Nightmares) (9 def, 37 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Physical power: +6 (+0 eff.) Armour: +37 Defense: +9 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +9 Dex / +3 Mag / +10 Cun / +5 Con Changes resistances: +12% blight / +19% fire / +19% arcane / +19% acid Changes resistances penetration: +15% blight Talent mastery: +0.10 Technique / Forgeknight combat maneuvers Talent granted: +3 Swallow Mental save: +76 (+6 eff.) Blindness immunity: +38% Confusion immunity: +38% Fear immunity: +38% Stamina each turn: +2.80 Maximum stamina: +160.00 Infravision radius: +6 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Vorolle the Freezehunger (Corpses) (Corpses) (17 def, 56 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +56 Defense: +17 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 6 arcane / 6 cold Changes stats: +16 Str / +5 Dex / +8 Mag / +18 Wil / +6 Cun / +10 Con Changes resistances: +31% darkness / +46% blight / +9% cold / +14% arcane / +31% nature Changes damage: +19% blight / +24% temporal / +20% arcane Talent mastery: +0.10 Technique / Mobility Talent granted: +5 Skullcracker Mental save: +265 (+20 eff.) Blindness immunity: +63% Confusion immunity: +63% Fear immunity: +63% Stamina each turn: +12.07 Maximum stamina: +527.00 Spell crit. chance: +5% Light radius: +2 Infravision radius: +8 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged voratun helm 'Ebonyjam' (Shrouds) (Shrouds) (16 def, 53 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +52 Defense: +16 (+1 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to reduce damage dealt by 49% Damage when hit (Melee): 16 temporal Changes stats: +5 Str / +5 Dex / +5 Cun / +4 Con / +17 Lck Changes resistances: +30% lightning / +6% temporal / +30% darkness / +10% arcane / +30% mind Changes resistances penetration: +15% darkness / +10% blight Changes damage: +15% darkness / +9% temporal Talent mastery: +0.10 Spell / Stone alchemy Talent granted: +5 Track Critical mult.: +10.00% Mental save: +232 (+17 eff.) Blindness immunity: +61% Confusion immunity: +61% Fear immunity: +61% Stamina each turn: +11.00 Mana each turn: +0.32 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum stamina: +483.00 Spell crit. chance: +8% Mental crit. chance: +7% Damage Shield penetration: +40% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged voratun helm 'Xunne' (Madness) (21 def, 67 armour) =default=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +5.0% Armour: +67 Defense: +21 (+1 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 72 Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Wil / +10 Cun / +4 Con / +16 Lck Changes resistances: +17% blight / +31% acid / +31% light / +31% lightning Changes damage: +6% blight / +9% physical Talent mastery: +0.10 Technique / Forgeknight combat maneuvers Talent granted: +4 Perfect Strike Critical mult.: +35.00% Physical save: +3 (+0 eff.) Mental save: +281 (+21 eff.) Blindness immunity: +63% Confusion immunity: +63% Stun/Freeze immunity: +60% Fear immunity: +63% Stamina each turn: +12.65 Maximum stamina: +562.00 Spell crit. chance: +8% Mental crit. chance: +7% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.voratun helm 'Bleakripper' (Shrouds) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Cun / +24 Wil Changes resistances: +66% lightning / +20% light / +49% darkness Changes resistances penetration: +45% acid / +50% fire / +83% darkness / +45% mind Changes damage: +54% darkness / +30% lightning Mental save: +39 (+3 eff.) Psi when hit: +1.92 Maximum hate: +33.44 Mental crit. chance: +10% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazeravage (Shrouds) (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 16 arcane / 22 blight Changes stats: +8 Str / +27 Wil / +11 Cun Changes resistances penetration: +66% lightning / +40% blight Changes damage: +36% blight / +24% arcane / +33% light / +24% lightning Reduces incoming crit damage: 40.00% Life regen: +8.00 Stamina each turn: +2.30 Light radius: +8 Curse of Shrouds A suit of armour made of metal plates. |
Crystalline Voratun plate armour (Nightmares) (3 def, 32 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. When wielded/worn: Armour: +32 Defense: +3 (+0 eff.) Fatigue: +22% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+1 eff.) Spell save: +35 (+2 eff.) Poison immunity: +60% Disease immunity: +60% Curse of Nightmares It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
Sunbraze (Nightmares) (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +13 Str / +9 Dex / +6 Wil / +13 Con Changes resistances: +10% mind / +18% fire Changes resistances penetration: +30% blight Changes damage: +30% mind Critical mult.: +30.00% Reduces incoming crit damage: 30.00% Mental save: +49 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +16% Mental crit. chance: +6% Light radius: +7 Damage Shield penetration: +60% Defense after a teleport: +35 Resist all after a teleport: +35% New effects duration reduction after a teleport: +35% Curse of Nightmares A suit of armour made of metal plates. |
masterforged voratun plate armour (Shrouds) (21 def, 114 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +12 (+0 eff.) Armour: +113 Defense: +21 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +14% acid / +37% physical / +6% lightning / +31% mind / +15% cold / +31% nature / +11% fire Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Talents cooldown: Powerful Strikes (-1 turn) Rush (-5 turns) Talents granted: +4 Blood Grasp +1 Power Catalyst: Magic Physical save: +267 (+15 eff.) Cut immunity: +63% Disarm immunity: +33% Pinning immunity: +63% Stun/Freeze immunity: +95% Knockback immunity: +26% Life regen: +44.65 Stamina each turn: +1.90 Maximum life: +2050.00 Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Curse of Shrouds A suit of armour made of metal plates. |
Eryregodil the quiver of dragonbone arrows (Misfortune) (20/20, 200% power, 36 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 200% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +28.0% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 584 physical damage Travel speed: +807% Damage (Ranged): +35 darkness / +12 physical Damage against: +30% Living When wielded/worn: Ammo reloads per turn: +7 Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
Hathogorek the Kindlelash (Shrouds) (20/20, 212% power, 37 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 212% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +37 Crit. chance: +53.0% Capacity: 20 On weapon crit: * Wound the target dealing 818 physical damage across 5 turns and reducing healing by 50% Travel speed: +705% Damage (Ranged): +16 light Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +20 mind When wielded/worn: Ammo reloads per turn: +10 Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
Layuta the Blastvortex (Shrouds) (19/19, 166% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 19 Turns elapse between self-loadings: 1 On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 72 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +665% Damage Shield penetration (this weapon only): +60% Damage (Ranged): +20 blight / +44 darkness / +36 physical Damage (radius 1) on hit: +12 lightning / +56 blight Damage (radius 2) on crit: +12 lightning / +12 physical Damage against: +30% Living When wielded/worn: Ammo reloads per turn: +13 Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (Misfortune) (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 50% Wil, 36% Cun Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Curse of Misfortune Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
The Titan's Quiver (Corpses) (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 42% Wil, 30% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall Curse of Corpses These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
chilling quiver of dragonbone arrows of crippling (Madness) (20/20, 166% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +21.0% Capacity: 20 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +17 cold Curse of Madness Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Spiderwreck' (Misfortune) (56/56, 191% power, 43 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 191% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +43 Crit. chance: +3.0% Capacity: 56 Travel speed: +635% Damage (Ranged): +56 nature / +52 physical Damage (radius 2) on crit: +48 light / +60 fire When wielded/worn: Ammo reloads per turn: +20 Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1109 alchemist agate (Misfortune)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
33 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
21 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
77 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brodotir the voratun pickaxe (Misfortune) (dig speed 20 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +12 Str / +2 Dex / +9 Mag / +2 Wil / +3 Cun / +4 Con Reduces incoming crit damage: 20.00% Spell save: +9 (+0 eff.) Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +140.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% Mindpower: +30 (+4 eff.) Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Getarofast the Singenoon (Corpses) (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +16 Str / +17 Dex / +6 Mag / +11 Con Changes resistances penetration: +40% arcane / +52% fire Changes damage: +24% temporal Critical mult.: +30.00% Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +16 Spellpower: +30 (+3 eff.) See invisible: +21 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Gleamjeer the voratun pickaxe (Shrouds) (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +6 Physical power: +9 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 49% * 30% chance to reduce armor by 83% Damage when hit (Melee): 4 light Changes stats: +7 Str / +5 Wil / +6 Cun / +4 Con Changes resistances: +18% light / +6% acid Changes resistances penetration: +25% mind / +10% fire Changes damage: +9% acid / +6% light / +6% darkness Critical mult.: +65.00% Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Light radius: +1 Infravision radius: +6 When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (Shrouds) (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 Changes damage: +0% physical Talent mastery: +0.00(-) Race / Dwarf Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+0 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig Curse of Shrouds It can be used to activate talent Pulverizing Auger (costing 7 power out of 30/30) : Effective talent level: 22.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shattering force, digging out any walls in its path up to 8 range. The beam continues to a range of 10, affecting any creatures in its path, dealing 6282.25 physical damage to them. If any walls are dug, you gain 59% physical damage bonus for 6 turns. The damage will increase with your Spellpower. 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. |
Wildbearer the voratun pickaxe (Madness) (dig speed 5 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +12 Str / +9 Dex / +12 Wil / +2 Con Changes resistances: +27% lightning / +15% nature Changes resistances penetration: +15% nature / +35% cold Changes damage: +15% mind / +14% fire Critical mult.: +10.00% Mental save: +15 (+1 eff.) Hate when firing a critical mind attack: +10.00 Maximum life: +32.00 Maximum stamina: +30.00 Mental crit. chance: +17% See invisible: +18 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Tarrirak' (Madness) (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 24 mind Changes stats: +9 Str / +20 Mag / +18 Wil / +16 Cun Changes resistances: +21% mind / +45% acid Changes damage: +66% mind / +27% acid Critical mult.: +49.80% Psi when hit: +0.32 Maximum hate: +16.00 Mental crit. chance: +7% When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Madness It can be used to activate talent Perfect Strike, placing all other charms into a 6 cooldown : Effective talent level: 20.6 Power cost: 6 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +261 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
42 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
68 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
73 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DĂșathedlen Heart (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Shrouds This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl (Madness)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Madness It can be used to activate talent Tidal Wave (costing 18 power out of 150/150) : Effective talent level: 5.2 Power cost: 18 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 9, doing 420.68 cold damage and 642.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 17 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Fuleldil the Magmaoath (Shrouds)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Physical power: +40 (+2 eff.) Effects on melee hit: * 48% chance to reduce all saves and defense by 62 Damage when hit (Melee): 24 fire Changes stats: +8 Dex / +12 Mag / +9 Con Changes resistances penetration: +50% physical / +40% light / +60% fire Reduces incoming crit damage: 36.19% Physical save: +12 (+0 eff.) Maximum stamina: +70.00 Light radius: +5 Healing mod.: +28% Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Madness It can be used to activate talent Fearscape Shift (costing 6 power out of 25/25) : Effective talent level: 2.6 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1145.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 1145.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Madness It can be used to activate talent Fearscape Shift (costing 6 power out of 25/25) : Effective talent level: 2.6 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1145.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 1145.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Shrouds It can be used to activate talent Fearscape Shift (costing 6 power out of 25/25) : Effective talent level: 2.6 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1145.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 1145.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Madness It can be used to call light, dispelling darkness and lighting tiles in radius 20.(297 power, based on Willpower) Activation costs 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Uliduran the dwarven lantern (Madness)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 14 blight Changes stats: +10 Str / +13 Con Changes resistances: +15% blight / +24% cold Changes resistances penetration: +30% arcane Physical save: +33 (+2 eff.) Poison immunity: +43% Life regen: +16.00 Spellpower on spell critical (stacks up to 3 times): +16 Maximum mana: +216.33 Spellpower: +55 (+4 eff.) Light radius: +11 See invisible: +51 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Void Star (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 Curse of Nightmares It can be used to activate talent Echoes From The Void (costing 16 power out of 70/70) : Effective talent level: 2.6 Power cost: 16 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 225.28 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed Rift (Madness)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 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Animate Blade (costing 4 power out of 25/25) : Effective talent level: 6.5 Power cost: 4 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. |
Eternity's Counter (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Curse of Madness It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 5 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One (Misfortune)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Sleep (costing 5 power out of 25/25) : Effective talent level: 16.5 Power cost: 5 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 3 to sleep for 6 turns, rendering them unable to act. Every 72 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 Curse of Corpses It can be used to activate talent Track (costing 5 power out of 35/35) : Effective talent level: 3.6 Power cost: 5 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 113 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Fortune's Eye (Misfortune)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 Curse of Misfortune It can be used to activate talent Track (costing 5 power out of 35/35) : Effective talent level: 3.6 Power cost: 5 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 113 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Imp Claw (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 Curse of Misfortune It can be used to activate talent Flame (costing 3 power out of 9/9) : Effective talent level: 11.0 Power cost: 3 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 2794.51 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =pocket forge= Pocket-sized Forge =pocket forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket forge= Pocket-sized Forge =Pocket forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket forge= Pocket-sized Forge =Pocket forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =pocket forge= Pocket-sized Forge =pocket forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket forge= Pocket-sized Forge =Pocket forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =pocket forge= Pocket-sized Forge =pocket forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Prox's Lucky Halfling Foot (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Shrouds A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
9 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
79 alchemist bloodstone (Corpses)0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Curse of Corpses Gems can be sold for money or used in arcane rituals. |
239 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
261 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
48 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (8/8)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 46 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Urthuhir the Stormborn (Corpses) [power 415] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +19 Mag / +6 Wil Changes resistances: +18% lightning / +38% blight Changes resistances penetration: +47% lightning / +25% fire Mana when firing critical spell: +3.83 Vim when firing critical spell: +3.83 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +10% Defense after a teleport: +28 Resist all after a teleport: +28% New effects duration reduction after a teleport: +28% Curse of Corpses It can be used to blast the opponent's mind dealing 755 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 4 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Bogpiercer' (Corpses) [power 475] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 93% Changes stats: +10 Str / +3 Dex / +3 Wil / +4 Cun Changes resistances: +27% nature Changes resistances penetration: +15% nature Changes damage: +12% nature / +6% fire Light radius: +3 Infravision radius: +6 See invisible: +6 Curse of Corpses It can be used to project a gust of wind in a cone knocking enemies back 14 spaces and dealing 2026 physical damage Activation puts all charms on cooldown for 4 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
Armadragolen the Breezekarma (Madness) [power 560] (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 36% chance to reduce all saves and defense by 62 Changes resistances: +21% nature / +21% blight Changes resistances penetration: +35% nature / +40% temporal Changes damage: +39% temporal Life regen: +7.40 Only die when reaching: -147.95 life Maximum life: +140.00 Defense after a teleport: +27 Resist all after a teleport: +27% New effects duration reduction after a teleport: +27% Curse of Madness It can be used to sting an enemy dealing 2080 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 4 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Blackdredge (Nightmares) [power 470] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Defense: +60 (+3 eff.) Effects on melee hit: * 63% chance to reduce damage dealt by 49% Damage when hit (Melee): 16 temporal Changes stats: +28 Cun / +11 Wil Changes resistances: +24% blight / +33% temporal / +60% nature / +27% light Changes resistances penetration: +30% arcane Critical mult.: +45.00% Cut immunity: +63% Confusion immunity: +63% Stun/Freeze immunity: +63% Life regen: +12.64 Mana when firing critical spell: +6.32 Spellpower on spell critical (stacks up to 3 times): +31 Maximum psi: +110.00 Mindpower: +90 (+11 eff.) Curse of Nightmares It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1308 Base Damage: 570 Armor: 50 All Resist: 41 Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Siliriwe (Misfortune) [power 455] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +7 Wil Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Mental crit. chance: +7% Curse of Misfortune It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1222 Base Damage: 550 Armor: 37 All Resist: 42 Activation puts all charms on cooldown for 6 turns. When used: * Reduce fatigue by 57% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Umbraworm the dragonbone totem of healing (Corpses) [power 482] (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 55% chance to slow global speed by 93% * 55% chance to reduce damage dealt by 49% Changes stats: +22 Str / +8 Cun / +11 Con Changes resistances: +27% blight / +21% cold / +13% arcane / +27% darkness Changes resistances penetration: +35% mind Changes damage: +30% lightning / +42% darkness / +27% mind Reduces incoming crit damage: 40.00% Spell save: +27 (+1 eff.) Curse of Corpses It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 4 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Winterrace the yew totem of healing (Misfortune) [power 216] (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Damage when hit (Melee): 10 physical Changes stats: +4 Str Changes resistances: +2% physical Changes damage: +3% cold Curse of Misfortune It can be used to heals yourself and all friendly characters within 10 spaces for 216 Activation puts all charms on cooldown for 4 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing (Nightmares) [power 714] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Curse of Nightmares It can be used to heals yourself and all friendly characters within 10 spaces for 714 Activation puts all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Eilinaminor' (Corpses) [power 258] (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +8 Defense: +15 (+1 eff.) Changes resistances: +15% light / +3% physical Grants telepathy: Demon/Minor Demon/Major Maximum life: +60.00 Curse of Corpses It can be used to heals yourself and all friendly characters within 10 spaces for 258 Activation puts all charms on cooldown for 4 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
27 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Scaldhash (Misfortune) [power 560] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to reduce all saves and defense by 62 Changes stats: +6 Str / +3 Dex / +5 Mag Changes resistances: +6% mind / +12% fire Changes resistances penetration: +30% mind Changes damage: +21% arcane / +6% blight Critical mult.: +20.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +9% Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 643 lightning damage and will be dazed for 1 turn (3219 total damage) Activation puts all charms on cooldown for 4 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) Curse of Corpses It can be used to release a radius 2 burst of void energy at up to range 5, dealing 1018.24 temporal and 2531.06 darkness damage (based on Magic) Activation costs 5 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Void Shard (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) Curse of Nightmares It can be used to release a radius 2 burst of void energy at up to range 5, dealing 1018.24 temporal and 2531.06 darkness damage (based on Magic) Activation costs 5 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
This item will automatically be transmogrified when you leave the level.quick dragonbone wand of conjuration (Shrouds) [power 370] (3 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 Curse of Shrouds It can be used to fire a magical bolt dealing 506 fire damage Activation puts all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 7 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
241 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
278 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
237 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
39 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
157 alchemist citrine (Misfortune)0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
67 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Zorp the disgruntled the Dwarf Adventurer level 35
16th Loss 122nd year of Ascendancy at 21:53 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zorp the disgruntled the Dwarf Adventurer level 48
20th Iron 123rd year of Ascendancy at 14:14 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Zorp the disgruntled the Dwarf Adventurer level 35
15th Loss 122nd year of Ascendancy at 08:47 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Zorp the disgruntled the Dwarf Adventurer level 50
28th Iron 123rd year of Ascendancy at 21:42 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zorp the disgruntled the Dwarf Adventurer level 45
19th Iron 123rd year of Ascendancy at 04:08 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Zorp the disgruntled the Dwarf Adventurer level 50
1st Gold 123rd year of Ascendancy at 07:06 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Zorp the disgruntled the Dwarf Adventurer level 50
15th Gold 123rd year of Ascendancy at 02:38 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Zorp the disgruntled the Dwarf Adventurer level 38
24th Loss 122nd year of Ascendancy at 15:52 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Zorp the disgruntled the Dwarf Adventurer level 50
31st Stralite 123rd year of Ascendancy at 16:31 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zorp the disgruntled the Dwarf Adventurer level 7
23rd Voratun 122nd year of Ascendancy at 16:12 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Zorp the disgruntled the Dwarf Adventurer level 66
11st Voratun 123rd year of Ascendancy at 02:38 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Zorp the disgruntled the Dwarf Adventurer level 37
22nd Loss 122nd year of Ascendancy at 05:20 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Zorp the disgruntled the Dwarf Adventurer level 44
21st Shortage 122nd year of Ascendancy at 04:25 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Zorp the disgruntled the Dwarf Adventurer level 23
39th Dearth 122nd year of Ascendancy at 08:35 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Zorp the disgruntled the Dwarf Adventurer level 50
37th Stralite 123rd year of Ascendancy at 01:42 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Zorp the disgruntled the Dwarf Adventurer level 23
39th Dearth 122nd year of Ascendancy at 01:07 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Zorp the disgruntled the Dwarf Adventurer level 50
29th Stralite 123rd year of Ascendancy at 07:07 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Zorp the disgruntled the Dwarf Adventurer level 36
20th Loss 122nd year of Ascendancy at 21:20 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zorp the disgruntled the Dwarf Adventurer level 17
26th Profit 122nd year of Ascendancy at 11:34 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zorp the disgruntled the Dwarf Adventurer level 46
19th Iron 123rd year of Ascendancy at 05:31 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Zorp the disgruntled the Dwarf Adventurer level 85
21st Voratun 123rd year of Ascendancy at 03:01 see stats
Infinite x150 (Nightmare (Adventure) difficulty)
Got to level 150 of the infinite dungeon.By Zorp the disgruntled the Dwarf Adventurer level 142
26th Profit 123rd year of Ascendancy at 00:49 see stats
Infinite x200 (Nightmare (Adventure) difficulty)
Got to level 200 of the infinite dungeon.By Zorp the disgruntled the Dwarf Adventurer level 186
17th Wealth 123rd year of Ascendancy at 04:12 see stats
Infinite x300 (Nightmare (Adventure) difficulty)
Got to level 300 of the infinite dungeon.By Zorp the disgruntled the Dwarf Adventurer level 254
44th Dearth 123rd year of Ascendancy at 06:10 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Zorp the disgruntled the Dwarf Adventurer level 59
7th Voratun 123rd year of Ascendancy at 13:39 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Zorp the disgruntled the Dwarf Adventurer level 73
14th Voratun 123rd year of Ascendancy at 18:30 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Zorp the disgruntled the Dwarf Adventurer level 81
18th Voratun 123rd year of Ascendancy at 20:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zorp the disgruntled the Dwarf Adventurer level 10
2nd Profit 122nd year of Ascendancy at 13:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Zorp the disgruntled the Dwarf Adventurer level 20
40th Profit 122nd year of Ascendancy at 21:55 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Zorp the disgruntled the Dwarf Adventurer level 30
6th Loss 122nd year of Ascendancy at 02:16 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Zorp the disgruntled the Dwarf Adventurer level 40
13rd Shortage 122nd year of Ascendancy at 14:03 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Zorp the disgruntled the Dwarf Adventurer level 50
21st Iron 123rd year of Ascendancy at 08:37 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Zorp the disgruntled the Dwarf Adventurer level 28
3rd Loss 122nd year of Ascendancy at 10:58 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Zorp the disgruntled the Dwarf Adventurer level 50
28th Stralite 123rd year of Ascendancy at 19:36 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Zorp the disgruntled the Dwarf Adventurer level 119
8th Profit 123rd year of Ascendancy at 22:47 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Zorp the disgruntled the Dwarf Adventurer level 127
14th Profit 123rd year of Ascendancy at 08:52 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Zorp the disgruntled the Dwarf Adventurer level 43
18th Shortage 122nd year of Ascendancy at 23:58 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zorp the disgruntled the Dwarf Adventurer level 22
12nd Wealth 122nd year of Ascendancy at 12:09 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Zorp the disgruntled the Dwarf Adventurer level 28
44th Dearth 122nd year of Ascendancy at 11:58 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Zorp the disgruntled the Dwarf Adventurer level 35
20th Loss 122nd year of Ascendancy at 17:04 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Zorp the disgruntled the Dwarf Adventurer level 31
11st Loss 122nd year of Ascendancy at 03:24 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Zorp the disgruntled the Dwarf Adventurer level 25
41st Dearth 122nd year of Ascendancy at 00:27 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Zorp the disgruntled the Dwarf Adventurer level 37
22nd Loss 122nd year of Ascendancy at 06:45 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Zorp the disgruntled the Dwarf Adventurer level 6
18th Voratun 122nd year of Ascendancy at 17:58 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Zorp the disgruntled the Dwarf Adventurer level 50
37th Stralite 123rd year of Ascendancy at 01:41 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Zorp the disgruntled the Dwarf Adventurer level 95
27th Voratun 123rd year of Ascendancy at 14:21 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Zorp the disgruntled the Dwarf Adventurer level 7
1st Acquisition 122nd year of Ascendancy at 19:07 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Zorp the disgruntled the Dwarf Adventurer level 50
19th Steel 123rd year of Ascendancy at 09:11 see stats
The Old Ones (Nightmare (Adventure) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Zorp the disgruntled the Dwarf Adventurer level 93
25th Voratun 123rd year of Ascendancy at 05:48 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Zorp the disgruntled the Dwarf Adventurer level 50
37th Stralite 123rd year of Ascendancy at 01:42 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Zorp the disgruntled the Dwarf Adventurer level 40
13rd Shortage 122nd year of Ascendancy at 22:49 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Zorp the disgruntled the Dwarf Adventurer level 12
7th Profit 122nd year of Ascendancy at 22:00 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Zorp the disgruntled the Dwarf Adventurer level 15
22nd Profit 122nd year of Ascendancy at 20:50 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Zorp the disgruntled the Dwarf Adventurer level 50
10th Steel 123rd year of Ascendancy at 12:36 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Zorp the disgruntled the Dwarf Adventurer level 31
11st Loss 122nd year of Ascendancy at 17:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Zorp the disgruntled the Dwarf Adventurer level 22
9th Wealth 122nd year of Ascendancy at 06:36 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zorp the disgruntled the Dwarf Adventurer level 34
14th Loss 122nd year of Ascendancy at 18:54 see stats
Log
There is a way to the next level here (press '' or right click to use).
There is a way to the next level here (press '' or right click to use).
Temporal hound is no longer out of phase.
Thought-forged bowman deactivates Aim.
Thought-forged bowman deactivates Lucid Dreamer.
Temporal hound is no longer out of phase.
Zorp the disgruntled deactivates Chant of Fortitude.
Zorp the disgruntled slows down.
The shield around Zorp the disgruntled crumbles.
Zorp the disgruntled deactivates Elemental Harmony.
Zorp the disgruntled deactivates Augmentation.
Zorp the disgruntled deactivates Weapon of Wrath.
Zorp the disgruntled deactivates Temporal Hounds.
Zorp the disgruntled deactivates Second Life.
Zorp the disgruntled stops regenerating health quickly.
Zorp the disgruntled deactivates Lucid Dreamer.
Zorp the disgruntled no longer revels in blood quite so much.
Zorp the disgruntled deactivates Crystalline Focus.
Zorp the disgruntled deactivates Arcane Combat.
Zorp the disgruntled deactivates Beyond the Flesh.
Zorp the disgruntled deactivates Shock Hands.
Zorp the disgruntled deactivates Weapon Folding.
Zorp the disgruntled's skin returns to normal.
Zorp the disgruntled deactivates Precise Strikes.
Zorp the disgruntled slows down.
Zorp the disgruntled deactivates Thought-Form: Bowman.
Zorp the disgruntled is no longer evading attacks.
Zorp the disgruntled deactivates Mitosis.
Zorp the disgruntled deactivates Arcane Feed.
Zorp the disgruntled deactivates Skate.





























































































































































































































































































































































































