











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 1564% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 41.272733630532 (base 33) |
Dexterity | 46.545467261063 (base 9) |
Constitution | 48.545467261063 (base 18) |
Magic | 13.272733630531 (base 11) |
Willpower | 128.62917797204 (base 66) |
Cunning | 92.545467261064 (base 65) |
Resources
Hate | 32/100 |
Equilibrium | 78 |
Life | 1383/1383 |
Stamina | 514/514 |
Psi | 623/623 |
Healing Factor | 1.1117182155215 |
Regeneration | 33.366118134488 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +133.3024346585% |
Vision
Sight | 10 |
Lite | 12.722902093797 |
Infravision | 2 |
See Stealth | 15 |
See Invisible | 23.545467261063 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 122 |
Accuracy | 65 |
Crit Chance | 91% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 163 |
Accuracy | 61 |
Crit Chance | 82% |
APR | 127 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Nature | +129% |
Blight | +9% |
Physical | +3% |
Darkness | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +60% |
Nature | +89% |
All | +9% |
Defense: Base
Armour (hardiness) | 91.268591263751 (100%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 51.4 |
Spell Save | 46.85 |
Mental Save | 54 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 62%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 28%( 70%) |
All | + 28%( 70%) |
Physical | + 60%( 75%) |
Lightning | + 36%( 70%) |
Light | + 28%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 35%( 70%) |
Darkness | + 62%( 78%) |
Fire | + 67%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 32% |
Fear Resistance | 32% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 31% |
Bleed Resistance | 61% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 830% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Solipsism | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Poisons | 2.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Volatile Poison |
talent | Daunting Presence |
talent | Psiblades |
talent | Mitosis |
talent | Kinetic Shield |
talent | Repel |
talent | Apply Poison |
talent | Charged Shield |
talent | Deflection |
talent | Elemental Harmony |
talent | Savage Hunter |
talent | Antimagic Shield |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.3)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 53% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+33% global speed). Clarity |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 90% of the time and arcane sustains have a 9.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +12 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 59 mind and 64 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 10 nightmare (summon Terrors and chances to slow, deal 88 Mind damage, and deal 96 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)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 (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by skeleton master archer. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the injured seer from death by ghast. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Velota the giant venus flytrap. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arildaba the stone troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Kikokor the wretchling. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 2386. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stat: 117% 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: * 30% chance to slow global speed by 71% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +28 nature Damage (radius 1) on hit: +8 lightning When wielded/worn: Armour penetration: +21 Physical crit. chance: +38.0% Effects on melee hit: * 30% chance to slow global speed by 71% Changes resistances: +12% lightning / +3% fire / +9% temporal Critical mult.: +49.00% Equilibrium when hit: +0.08 Psi when hit: +0.16 Mental crit. chance: +3% Curse of Corpses Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 162% Range: 1.4x Uses stats: 39% Wil, 79% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. Curse of Nightmares It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 178.00 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Defense: +15 (+3 eff.) Changes resistances: +2% physical / +3% all Changes resistances penetration: +9% all Changes damage: +3% physical Physical save: +5 (+1 eff.) Spell save: +8 (+2 eff.) Stamina each turn: +3.00 Light radius: +5 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Nightmares It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 11. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Shrouds It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 25% chance to slow global speed by 71% Damage when hit (Melee): 8 nature Changes stats: +7 Dex Changes resistances: +9% darkness Changes resistances penetration: +31% acid Changes damage: +9% darkness / +24% nature Maximum encumbrance: +31 Light radius: +4 Curse of Nightmares Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +5 Dex Changes resistances: +3% blight Changes resistances penetration: +10% acid Changes damage: +12% acid / +9% blight Disarm immunity: +31% Pinning immunity: +26% Stun/Freeze immunity: +30% Knockback immunity: +38% Life regen: +13.00 Maximum life: +91.00 Healing mod.: +13% Curse of Misfortune Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 159% Range: 1.4x Uses stat: 97% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +13.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +17.0% Defense: +25 (+6 eff.) Changes stats: +7 Dex / +7 Con Changes resistances: +5% physical Critical mult.: +54.82% Only die when reaching: -99.28 life Curse of Nightmares One-handed war axes. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 14 blight Changes resistances: +27% fire / +18% mind / +6% physical Physical save: +15 (+3 eff.) Blindness immunity: +27% Poison immunity: +27% Maximum life: +80.00 Mindpower: +12 (+2 eff.) 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. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 115% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +34 (+7 eff.) Mental crit. chance: +9% Curse of Shrouds It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 183.95 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 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 Misfortune Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+5 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+8 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% Curse of Nightmares This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -727 life. The duration and life will increase by 1% for every 1% life you have lost (currently 727 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +9.9% Effects on melee hit: * 25% chance to reduce all saves and defense by 42 Changes stats: +17 Con Changes resistances: +19% lightning Stun/Freeze immunity: +38% Only die when reaching: -99.28 life Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +6 Wil Changes resistances penetration: +25% blight Mental save: +14 (+5 eff.) Confusion immunity: +23% Mana each turn: +0.36 Mindpower: +15 (+3 eff.) Infravision radius: +3 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Defense: +37 (+9 eff.) Fatigue: -9% Damage when hit (Melee): 12 darkness Changes stats: +4 Cun Changes resistances: +3% physical Changes damage: +24% physical Critical mult.: +15.00% Life regen: +5.00 Maximum stamina: +30.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to reduce all saves and defense by 42 Changes resistances: +34% acid / +23% temporal Changes resistances penetration: +28% darkness Changes damage: +33% acid / +27% darkness Pinning immunity: +42% Knockback immunity: +44% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to reduce damage dealt by 34% Damage when hit (Melee): 6 blight / 4 acid Changes stats: +7 Str Changes resistances: +6% blight Changes resistances penetration: +20% acid / +25% darkness / +29% nature Changes damage: +15% blight / +18% nature Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 480 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +21% mind Talent mastery: +0.22 Technique / Thuggery Hate when firing a critical mind attack: +2.00 Maximum life: +100.00 Light radius: +3 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Con Changes resistances: +15% lightning / +3% cold / +6% nature / +6% blight Changes resistances penetration: +25% fire Life regen: +4.00 Only die when reaching: -40.00 life Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 71% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature / 8 light Changes stats: +6 Dex Changes resistances: +3% light Changes resistances penetration: +5% nature Changes damage: +6% temporal Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
![]() 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 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +16 Changes resistances: +22% lightning / +5% arcane / +15% nature Physical save: +6 (+1 eff.) Poison immunity: +20% Cut immunity: +20% Stun/Freeze immunity: +58% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% mind Talent masteries: +0.22 Technique / Combat techniques +0.22 Corruption / Hexes Confusion immunity: +30% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes damage: +5% physical Combat speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Mag / +3 Cun / +1 Con Changes resistances: +6% darkness Changes damage: +6% physical Cut immunity: +50% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +25.00 Infravision radius: +2 Combat speed: +10% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 544 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +25 (+9 eff.) Defense: +30 (+7 eff.) Fatigue: -7% Changes stats: +6 Str / +8 Dex / +8 Cun / +7 Con Changes resistances: +12% lightning / +15% darkness Changes resistances penetration: +20% lightning / +25% cold Changes damage: +12% lightning Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +34.07 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +3.0% Damage when hit (Melee): 11 cold Changes stats: +4 Str Changes resistances: +4% physical Changes damage: +24% lightning Talent mastery: +0.28 Corruption / Curses Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +50% Stun/Freeze immunity: +22% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 489 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Corruption / Hexes Physical save: +25 (+5 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+8 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +11% darkness Blindness immunity: +23% Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 489 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +10 Defense: +12 (+3 eff.) Changes resistances: +12% acid / +9% lightning / +6% nature / +29% cold / +5% arcane / +25% fire Changes resistances cap: +6% all Changes resistances penetration: +10% physical Changes damage: +6% lightning / +10% physical Physical save: +10 (+2 eff.) Stamina each turn: +3.72 Combat speed: +10% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Wil / +3 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Changes stats: +6 Str / +5 Dex / +5 Wil Critical mult.: +11.00% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +13 Changes resistances: +7% physical Critical mult.: +12.00% Stamina each turn: +0.60 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Dex / +5 Cun / +2 Con Changes resistances: +24% acid / +6% fire / +12% mind Spell save: +6 (+1 eff.) Infravision radius: +3 Healing mod.: +10% Curse of Madness Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 10% Damage when hit (Melee): 12 fire Changes resistances: +33% fire Changes resistances penetration: +10% mind / +20% fire Changes damage: +35% acid / +6% fire / +6% cold Disarm immunity: +38% Pinning immunity: +37% Knockback immunity: +38% Maximum life: +38.00 Curse of Corpses Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +50 (+17 eff.) Damage when hit (Melee): 13 arcane Changes resistances: +4% physical Changes damage: +24% fire / +21% physical Physical save: +9 (+2 eff.) Maximum vim: +50.00 Spellpower: +14 (+2 eff.) Mindpower: +15 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 42 * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Wil Changes resistances: +6% arcane / +19% temporal Changes resistances penetration: +30% mind Changes damage: +18% mind / +18% temporal Mental save: +20 (+6 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% Curse of Nightmares This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +15% light / +3% mind / +13% nature Changes resistances penetration: +15% light Spell save: +27 (+6 eff.) Poison immunity: +18% Disease immunity: +18% Maximum stamina: +49.00 Curse of Shrouds Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Curse of Shrouds It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +30% nature / +27% darkness / +7% arcane / +22% mind Changes damage: +18% lightning Reduces incoming crit damage: 22.40% Mental save: +15 (+5 eff.) Blindness immunity: +30% Confusion immunity: +50% Teleport immunity: +30% Life regen: +5.97 Curse of Misfortune Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +30 (+7 eff.) Damage when hit (Melee): 6 blight Changes resistances: +12% physical / +15% light / +6% temporal Changes resistances penetration: +20% arcane Changes damage: +12% physical Silence immunity: +20% Curse of Madness Rings make your fingers look great! |
![]() 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 (+1 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Shrouds This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Nightmares 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. |
![]() 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 (+4 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Damage when hit (Melee): 4 lightning Changes stats: +6 Str Changes resistances: +20% blight / +6% lightning Changes resistances penetration: +10% lightning / +20% blight Changes damage: +15% blight / +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Rings make your fingers look great! |
![]() 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 4 tidal wave that expands slowly over 7 turns, dealing 22.45 cold and 23.13 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +8 Str / +8 Con Mental save: +10 (+3 eff.) Confusion immunity: +33% Curse of Nightmares Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +17 Physical power: +15 (+5 eff.) Defense: +17 (+4 eff.) Changes stats: +10 Str / +10 Con Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +21 (+7 eff.) Armour: +10 Defense: +20 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +13 Str / +6 Wil / +6 Cun / +7 Con Mindpower: +8 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Curse of Corpses Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +26% Life regen: +3.00 Curse of Nightmares Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Mag Spellpower: +15 (+2 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Mental save: +5 (+2 eff.) Confusion immunity: +22% Curse of Nightmares Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +30% lightning Changes damage: +15% lightning Curse of Nightmares Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Blindness immunity: +20% Infravision radius: +5 See stealth: +8 See invisible: +8 Curse of Misfortune Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +26% lightning Changes damage: +13% lightning Curse of Nightmares Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +1 Con Changes resistances: +5% arcane / +6% lightning Spell save: +18 (+4 eff.) Light radius: +3 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +15 Defense: +13 (+3 eff.) Changes stats: +7 Con Physical save: +14 (+3 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +7% blight Poison immunity: +12% Disease immunity: +13% Life regen: +8.00 Maximum life: +47.00 Healing mod.: +11% Curse of Corpses Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Armour: +14 Defense: +11 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Str / +1 Con Changes damage: +6% physical Life regen: +12.00 Only die when reaching: -40.00 life Maximum life: +72.00 Healing mod.: +19% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +10.8% Physical power: +41 (+14 eff.) Changes stats: +5 Dex Changes resistances: +12% darkness / +4% physical Changes resistances penetration: +34% light / +34% temporal Silence immunity: +50% Mana each turn: +0.40 Only die when reaching: -108.22 life Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +20.00 Maximum life: +95.00 Healing mod.: +10% Curse of Misfortune Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 (+2 eff.) Confusion immunity: +21% Curse of Corpses Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% cold Changes damage: +11% cold Curse of Nightmares Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +8.00 Maximum life: +50.00 Healing mod.: +12% Curse of Misfortune Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% lightning Changes damage: +11% lightning Curse of Shrouds Rings make your fingers look great! |
![]() Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 198% Range: 1.5x Uses stat: 117% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Madness This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 163% Range: 1.3x Uses stats: 49% Wil, 49% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Nightmares As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 168% Range: 1.3x Uses stats: 34% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Corpses This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 163% Range: 1.3x Uses stats: 44% Wil, 53% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Corpses This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 173% Range: 1.3x Uses stats: 49% Wil, 49% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Shrouds During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 154% Range: 1.3x Uses stats: 49% Wil, 49% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +37 lightning / +37 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances penetration: +19% lightning / +21% cold Critical mult.: +27.00% Movement speed: +44% Curse of Nightmares Sharp, short and deadly. |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 117% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 acid When wielded/worn: Accuracy: +60 (+15 eff.) Armour penetration: +26 Physical power: +25 (+9 eff.) Changes resistances: +9% lightning / +17% mind Changes resistances penetration: +19% all Stun/Freeze immunity: +23% Maximum stamina: +34.07 Healing mod.: +23% Curse of Nightmares Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 209% Range: 1.6x Uses stat: 117% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +63 (+16 eff.) Armour penetration: +21 Changes stats: +13 Str / +5 Con Changes resistances: +2% physical Changes resistances penetration: +20% acid / +13% physical Changes damage: +28% physical Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 188% Range: 1.6x Uses stat: 117% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Nightmares A blood-etched greatsword, it has seen many foes. From the inside. |
![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 113% Range: 1.1x Uses stats: 69% Wil, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Madness It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 219.40 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% Curse of Shrouds It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 216.14 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 33 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% Curse of Shrouds A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 11 arcane / 4 light Changes stats: +6 Cun / +6 Wil Changes resistances: +15% temporal Changes resistances penetration: +15% blight / +25% light Changes damage: +6% temporal Damage against: +33% Summoned Reduced damage from: +33% Summoned Spell save: +15 (+3 eff.) Mana when firing critical spell: +2.29 Spell crit. chance: +3% Light radius: +3 Curse of Nightmares A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +18% mind Changes resistances penetration: +25% darkness Changes damage: +12% blight / +18% cold / +12% arcane Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +70.00 Maximum mana: +124.10 Spell crit. chance: +8% Curse of Shrouds A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +4 Str Changes resistances penetration: +10% physical Changes damage: +3% mind Stamina each turn: +2.00 Maximum life: +33.00 Maximum stamina: +10.00 See invisible: +3 Curse of Misfortune A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 91 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Misfortune This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 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: Accuracy: +15 (+4 eff.) Physical crit. chance: +1.0% Physical power: +20 (+7 eff.) Armour: +15 Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +5 Cun / +6 Wil Changes resistances: +11% acid / +20% temporal / +14% cold / +12% fire / +6% nature / +30% lightning Physical save: +15 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +15 (+5 eff.) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Wil / +4 Cun / +3 Con Changes resistances: +3% nature Changes resistances penetration: +7% physical Changes damage: +6% lightning / +18% nature Mindpower: +6 (+1 eff.) Infravision radius: +3 Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +9% temporal / +3% light / +3% nature Changes resistances penetration: +10% cold Maximum encumbrance: +23 Physical save: +6 (+1 eff.) Light radius: +3 Curse of Misfortune A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Changes stats: +9 Cun / +9 Dex Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Power: 155% Range: 1.4x Uses stats: 39% Wil, 79% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Curse of Nightmares It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Misfortune A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Shrouds It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 3.5 Power cost: 18 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 29.50 mind and 32.16 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 32% 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 32. Terrified: Deals 7.00 mind and 7.63 darkness damage per turn and increases cooldowns by 48%. Haunted: Causes the target to suffer 11.55 mind and 12.59 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. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Wil Changes resistances: +6% blight / +13% cold Allows you to breathe in: water Mental save: +7 (+2 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +4 Changes stats: +3 Str / +6 Dex / +8 Cun Changes resistances: +9% nature Critical mult.: +15.00% Silence immunity: +25% Confusion immunity: +20% Maximum life: +33.00 Maximum stamina: +26.00 Infravision radius: +5 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 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 3, doing 4.88 cold damage and 5.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(170 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 271.41 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 22 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused 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. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 579.58 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 71% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Linvi the Cornac Adventurer level 40
9th Regrowth 123rd year of Ascendancy at 15:08 see stats
By Linvi the Cornac Adventurer level 40
7th Regrowth 123rd year of Ascendancy at 22:18 see stats
By Linvi the Cornac Adventurer level 25
52nd Dusk 122nd year of Ascendancy at 23:16 see stats
By Linvi the Cornac Adventurer level 50
22nd Pyre 123rd year of Ascendancy at 17:50 see stats
By Linvi the Cornac Adventurer level 44
25th Regrowth 123rd year of Ascendancy at 22:10 see stats
By Linvi the Cornac Adventurer level 31
75th Haze 122nd year of Ascendancy at 11:00 see stats
By Linvi the Cornac Adventurer level 14
6th Dusk 122nd year of Ascendancy at 10:00 see stats
By Linvi the Cornac Adventurer level 50
66th Pyre 123rd year of Ascendancy at 11:35 see stats
By Linvi the Cornac Adventurer level 50
48th Pyre 123rd year of Ascendancy at 20:57 see stats
By Linvi the Cornac Adventurer level 43
22nd Regrowth 123rd year of Ascendancy at 04:29 see stats
By Linvi the Cornac Adventurer level 39
7th Regrowth 123rd year of Ascendancy at 00:13 see stats
By Linvi the Cornac Adventurer level 33
80th Haze 122nd year of Ascendancy at 01:25 see stats
By Linvi the Cornac Adventurer level 22
35th Dusk 122nd year of Ascendancy at 20:34 see stats
By Linvi the Cornac Adventurer level 28
7th Haze 122nd year of Ascendancy at 21:29 see stats
By Linvi the Cornac Adventurer level 24
41st Dusk 122nd year of Ascendancy at 13:33 see stats
By Linvi the Cornac Adventurer level 50
48th Pyre 123rd year of Ascendancy at 13:49 see stats
By Linvi the Cornac Adventurer level 29
14th Haze 122nd year of Ascendancy at 18:35 see stats
By Linvi the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 22:21 see stats
By Linvi the Cornac Adventurer level 20
27th Dusk 122nd year of Ascendancy at 15:58 see stats
By Linvi the Cornac Adventurer level 30
70th Haze 122nd year of Ascendancy at 02:26 see stats
By Linvi the Cornac Adventurer level 40
7th Regrowth 123rd year of Ascendancy at 17:26 see stats
By Linvi the Cornac Adventurer level 50
19th Pyre 123rd year of Ascendancy at 08:01 see stats
By Linvi the Cornac Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 00:34 see stats
By Linvi the Cornac Adventurer level 50
69th Pyre 123rd year of Ascendancy at 02:26 see stats
By Linvi the Cornac Adventurer level 29
27th Haze 122nd year of Ascendancy at 00:33 see stats
By Linvi the Cornac Adventurer level 37
4th Regrowth 123rd year of Ascendancy at 16:30 see stats
By Linvi the Cornac Adventurer level 25
59th Dusk 122nd year of Ascendancy at 11:57 see stats
By Linvi the Cornac Adventurer level 44
22nd Regrowth 123rd year of Ascendancy at 07:00 see stats
By Linvi the Cornac Adventurer level 4
1st Mirth 122nd year of Ascendancy at 18:02 see stats
By Linvi the Cornac Adventurer level 44
22nd Regrowth 123rd year of Ascendancy at 15:01 see stats
By Linvi the Cornac Adventurer level 10
10th Mirth 122nd year of Ascendancy at 09:10 see stats
By Linvi the Cornac Adventurer level 47
51st Regrowth 123rd year of Ascendancy at 15:47 see stats
By Linvi the Cornac Adventurer level 29
64th Haze 122nd year of Ascendancy at 11:00 see stats
By Linvi the Cornac Adventurer level 23
40th Dusk 122nd year of Ascendancy at 16:35 see stats
By Linvi the Cornac Adventurer level 16
16th Dusk 122nd year of Ascendancy at 16:28 see stats
By Linvi the Cornac Adventurer level 38
6th Regrowth 123rd year of Ascendancy at 20:20 see stats
Log
Saving game...
Saving done.
There is an item here: Porylessra the voratun gauntlets (Shrouds) (5 def, 3 armour)
There is an item here: Silobeth the hardened leather gloves (Corpses) (0 def, 2 armour)
There is an item here: Ruthless Grip (Corpses) (0 def, 5 armour)
There is an item here: Gloves of the Firm Hand (Misfortune) (0 def, 8 armour)
There is an item here: Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour)
There is an item here: cinder dwarven-steel gauntlets of butchering (Corpses) (0 def, 2 armour)
There is an item here: Betima the dwarven-steel gauntlets (Madness) (0 def, 2 armour)
Today is the 72nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:55.
There is an item here: Dourkiss
There is an item here: Pouch of the Subconscious (20/20, 166% power, 15 apr)
There is an item here: Goedalath Rock