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 | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 3514% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 143.27273363053 (base 61) |
Dexterity | 81.545467261063 (base 14) |
Constitution | 97.545467261063 (base 33) |
Magic | 18.272733630532 (base 12) |
Willpower | 190.43076379008 (base 64) |
Cunning | 146.35429480943 (base 57) |
Resources
Hate | 130/130 |
Equilibrium | 78 |
Life | 2052/2052 |
Stamina | 663/678 |
Psi | 789/789 |
Healing Factor | 2.1808481897875 |
Regeneration | 75.804300300192 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +16% |
Spell | 0% |
Global | +145.62626803984% |
Vision
Sight | 8 |
Lite | 10 |
Infravision | 3 |
See Invisible | 20.545467261063 |
Stealth | 112 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 245 |
Accuracy | 69 |
Crit Chance | 79% |
APR | 139 |
Speed | 1.00 |
Offense: Offhand
Damage | 251 |
Accuracy | 69 |
Crit Chance | 79% |
APR | 139 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.666666666667 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 98% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +58% |
Fire | +23% |
Nature | +38% |
Blight | +43% |
Physical | +23% |
Mind | +111% |
All | +13% |
Offense: Damage Penetration
Nature | +66% |
Lightning | +61% |
Darkness | +54% |
Mind | +91% |
Blight | +56% |
Acid | +51% |
Fire | +61% |
All | +41% |
Defense: Base
Armour (hardiness) | 76.772733630532 (98.304188961773%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 71.375 |
Spell Save | 75.75 |
Mental Save | 82 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 44%( 80%) |
Arcane | + 58%( 80%) |
Mind | + 68%( 70%) |
All | + 30%( 70%) |
Darkness | + 61%( 76%) |
Physical | + 36%( 74%) |
Cold | + 50%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 65% |
Confusion Resistance | 98% |
Fear Resistance | 32% |
Knockback Resistance | 32% |
Poison Resistance | 65% |
Blind Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 816 life over 5 turns. 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 56% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 443 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Endless hunt | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Stalk |
talent | Deflection |
talent | Elemental Harmony |
talent | Gloom |
talent | Savage Hunter |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 63% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey- Leor the dolleg 11% Received damage reduction against: - Major |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+31% global speed). Clarity |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | Each melee blow landed has a 59% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | You gain 115% resistance against acid, fire and nature. Resolve |
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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +7 See Invisible Power 2+: -1 Luck, +4 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 1439/1439). Resonance Field |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 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 152 mind and 114 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 251 Mind damage, and deal 188 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 5.3)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 (+42% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% 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 | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Ivutira the orc high cryomancer. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Lisynn the skeleton magus. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by fiery orc wyrmic. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by master vampire. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
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. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3240. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Dimvagrant (Misfortune) (174% power, 4 apr) =ap= Dimvagrant (Misfortune) (174% power, 4 apr) =ap=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 42% Damage (radius 1) on hit: +12 mind / +12 physical When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +41 Physical crit. chance: +21.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Str / +21 Wil / +21 Con Changes resistances: +2% physical Changes resistances penetration: +21% all Critical mult.: +42.00% Stamina each turn: +2.00 Maximum life: +154.00 Curse of Misfortune Massive two-handed swords. |
On hands | Spellhunt Remnants (Madness) (6 def, 8 armour) Spellhunt Remnants (Madness) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+2 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 24% Wil, 64% 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 Madness 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 236.17 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 | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Wil / +12 Cun / +12 Con Changes resistances: +20% blight / +40% arcane Changes resistances cap: +10% blight / +10% arcane Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+2 eff.) Spell save: +30 (+4 eff.) Mental save: +15 (+3 eff.) Equilibrium each turn: -1.00 Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | Malslek the Accursed's Hat (Madness) (2 def, 0 armour) Malslek the Accursed's Hat (Madness) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On feet | Boots of the Hunter (Nightmares) (2 def, 12 armour) Boots of the Hunter (Nightmares) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 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 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Nightmares 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. |
Tool | Heattrial the voratun torque of gale force [power 445] (15 cooldown) =mi= Heattrial the voratun torque of gale force [power 445] (15 cooldown) =mi=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce all saves and defense by 52 Damage when hit (Melee): 8 fire Changes stats: +14 Wil Changes resistances: +12% fire Changes resistances penetration: +20% fire Changes damage: +21% mind / +30% blight Critical mult.: +26.76% Equilibrium when hit: +0.12 Psi when hit: +0.20 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 547 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Unlightsmasher' (Shrouds) =mi= steel ring 'Unlightsmasher' (Shrouds) =mi=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 42% Damage when hit (Melee): 10 mind Changes resistances: +15% darkness Changes resistances penetration: +15% blight / +15% mind Changes damage: +24% mind Movement speed: +16% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
On fingers | Mnemonic (Misfortune) Mnemonic (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Misfortune It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 4.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +60% Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
In main hand | Nexus of the Way (Madness) (124% power, 83 apr, mind damage) Nexus of the Way (Madness) (124% power, 83 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 119% Wil, 40% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +83 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +12 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +36 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Madness It can be used to activate talent Wayist (costing 60 power out of 13/60) : Effective talent level: 2.5 Power cost: 60 out of 13/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 121 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Around waist | Frozenpunish (Misfortune) =sum= Frozenpunish (Misfortune) =sum=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 24% chance to slow global speed by 83% * 20% chance to reduce armor by 16% Changes stats: +16 Cun / +16 Wil Changes resistances: +3% acid / +3% fire / +9% nature / +18% cold Changes resistances penetration: +10% acid Damage against: +90% Summoned Reduced damage from: +86% Summoned Spell save: +15 (+2 eff.) Life regen: +3.60 Healing mod.: +29% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
In off hand | living mindstar 'Airwolf' (Corpses) (112% power, 83 apr, mind damage) living mindstar 'Airwolf' (Corpses) (112% power, 83 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 99% Wil, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +83 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +8 acid / +12 lightning When wielded/worn: Armour: +12 Damage (Melee): 15 mind / 9 darkness Changes stats: +14 Cun Changes resistances: +9% mind Changes resistances penetration: +20% lightning / +15% mind / +13% darkness Changes damage: +33% mind / +35% darkness Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Physical save: +15 (+2 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -40.00 life Maximum hate: +10.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Guise of the Hated (Misfortune) (14 def, 0 armour) Guise of the Hated (Misfortune) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Misfortune Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Crimson Robe (Nightmares) (12 def, 0 armour) Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Global speed: +15% 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. |
Inventory
healing infusion of the titan (heal 243; cd 10) healing infusion of the titan (heal 243; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 352; cd 13) healing infusion of the warrior (heal 352; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 327; cd 11) healing infusion of the warrior (heal 327; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 327 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 329; cd 10) healing infusion of the warrior (heal 329; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 329 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 332; cd 13) healing infusion of the warrior (heal 332; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 797%; cd 9) movement infusion of the titan (speed 797%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 728%; cd 11) movement infusion of the titan (speed 728%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 713%; cd 12) movement infusion of the titan (speed 713%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 830%; cd 10) movement infusion of the warrior (speed 830%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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 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. |
regeneration infusion of the psychic (heal 955; 13 cd) regeneration infusion of the psychic (heal 955; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 955 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 811; 13 cd) regeneration infusion of the psychic (heal 811; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 811 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 707; 12 cd) regeneration infusion of the psychic (heal 707; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 707 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 707; 12 cd) regeneration infusion of the psychic (heal 707; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 707 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 558; 14 cd) regeneration infusion of the sneak (heal 558; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 558 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 34%; physical; dur 2; cd 12) wild infusion of the duelist (res 34%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 45%; magical; dur 4; cd 14) wild infusion of the sneak (res 45%; magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 45% 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. |
wild infusion of the sneak (res 44%; mental; dur 3; cd 13) wild infusion of the sneak (res 44%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 44% for 3 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. |
wild infusion of the titan (res 39%; magical, physical; dur 2; cd 11) wild infusion of the titan (res 39%; magical, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 46%; physical; dur 2; cd 12) wild infusion of the warrior (res 46%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 46% for 2 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Armodunarach the Murkjustice Armodunarach the MurkjusticeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 83% * 20% chance to reduce all saves and defense by 52 Changes stats: +4 Cun / +3 Dex Changes resistances: +12% mind Talent mastery: +0.22 Psionic / Projection Amulets make your neck look great! |
Daneth's Neckguard Daneth's NeckguardCrafted 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. |
Earthen Beads Earthen BeadsInfused 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 (+0 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: 4.2 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 657 (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. |
Feathersteel Amulet Feathersteel AmuletCrafted 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. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 539.15 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glynne GlynneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +10 Wil / +2 Con Reduces incoming crit damage: 15.00% Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+3 eff.) Light radius: +3 See invisible: +6 Amulets make your neck look great! |
Jetonslaught the copper amulet Jetonslaught the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 darkness Changes stats: +5 Dex / +4 Cun / +4 Con Changes resistances: +12% blight / +18% acid Spell save: +6 (+1 eff.) Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Lustrejam LustrejamCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +18% light Changes damage: +8% physical Critical mult.: +20.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +8% Combat speed: +10% Amulets make your neck look great! |
Polobeth PolobethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 arcane Changes stats: +9 Con Changes resistances: +5% arcane / +4% physical Changes resistances penetration: +25% arcane Life regen: +2.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Porerida the copper amulet Porerida the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Dex / +3 Con Changes resistances penetration: +5% acid Changes damage: +9% acid Amulets make your neck look great! |
Rotwill the voratun amulet Rotwill the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Physical power: +10 (+2 eff.) Effects on melee hit: * 27% chance to reduce all saves and defense by 52 Changes stats: +2 Dex / +1 Mag / +4 Wil / +1 Con Changes resistances: +9% nature / +3% fire Changes damage: +10% physical Critical mult.: +18.00% Cut immunity: +70% Combat speed: +10% Healing mod.: +29% 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 730 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
Sleetnail the copper amulet Sleetnail the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Wil / +6 Con Changes resistances: +6% cold Light radius: +3 Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
gold amulet 'Blazesnake' gold amulet 'Blazesnake'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +7 Dex / +6 Wil Changes resistances: +6% lightning / +4% physical / +12% temporal Spell save: +3 (+1 eff.) Amulets make your neck look great! |
insulating copper amulet of constitution (+3) insulating copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% fire / +12% cold Amulets make your neck look great! |
insulating steel amulet of willpower (+2) insulating steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% fire / +12% cold Amulets make your neck look great! |
mindweaver's gold amulet of healing mindweaver's gold amulet of healingInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +7 (+2 eff.) Cut immunity: +50% Confusion immunity: +10% Mindpower: +7 (+1 eff.) Healing mod.: +16% 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 654 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Winterspar' steel amulet 'Winterspar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 83% Changes resistances: +3% blight / +6% temporal / +5% arcane / +9% physical Changes resistances penetration: +25% cold Changes damage: +3% mind Spell save: +12 (+2 eff.) Stamina each turn: +0.50 Amulets make your neck look great! |
stralite amulet of murder stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Critical mult.: +18.00% Amulets make your neck look great! |
vitalizing gold amulet vitalizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+1 eff.) Life regen: +3.00 Maximum life: +33.00 Amulets make your neck look great! |
wanderer's voratun amulet wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Dex / +6 Cun / +9 Con Life regen: +5.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Barkzephyr, (Madness) Barkzephyr, (Madness)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +29 (+7 eff.) Effects on melee hit: * 25% chance to slow global speed by 83% Damage when hit (Melee): 10 light Changes stats: +9 Cun Changes resistances: +9% nature / +6% arcane Changes damage: +9% light / +9% nature Light radius: +2 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! |
Blazerage the steel ring (Misfortune) =st2= Blazerage the steel ring (Misfortune) =st2=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +10 Str / +6 Con Changes resistances penetration: +20% fire Changes damage: +9% physical / +6% fire Critical mult.: +15.00% Stamina each turn: +2.00 Maximum stamina: +30.00 Curse of Misfortune Rings make your fingers look great! |
Cyrutira the gold ring (Madness) =mi= Cyrutira the gold ring (Madness) =mi=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +24% lightning / +16% mind / +5% arcane Changes damage: +16% mind Silence immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Curse of Madness Rings make your fingers look great! |
Dagalin the copper ring (Nightmares) Dagalin the copper ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +3% mind Changes damage: +6% acid Mental save: +21 (+4 eff.) Confusion immunity: +24% Maximum life: +40.00 Curse of Nightmares Rings make your fingers look great! |
Duathelstreaker (Misfortune) Duathelstreaker (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Changes stats: +5 Str / +5 Mag / +12 Cun Changes resistances: +9% acid Changes resistances penetration: +30% darkness / +25% arcane Critical mult.: +24.98% Spell save: +22 (+3 eff.) Infravision radius: +4 Curse of Misfortune Rings make your fingers look great! |
Elemental Fury (Madness) Elemental Fury (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
Elenyzor the copper ring (Madness) Elenyzor the copper ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +22% nature / +6% acid Changes damage: +11% nature Critical mult.: +20.00% Physical save: +6 (+1 eff.) Spell save: +12 (+2 eff.) Only die when reaching: -40.00 life Curse of Madness Rings make your fingers look great! |
Inertial Twine (Madness) Inertial Twine (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong (Corpses) Nightsong (Corpses)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 (+3 eff.) Maximum stamina: +25.00 Curse of Corpses 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. |
Ragisin the steel ring (Misfortune) Ragisin the steel ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +28% lightning / +9% temporal / +12% blight Changes damage: +14% lightning / +6% mind Equilibrium when hit: +0.28 Maximum psi: +50.00 Mindpower: +5 (+0 eff.) Curse of Misfortune Rings make your fingers look great! |
Ring of Growth (Nightmares) Ring of Growth (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead (Corpses) Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master (Corpses) Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Silyra the steel ring (Misfortune) Silyra the steel ring (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid / +5% arcane / +9% lightning Changes damage: +11% acid Physical save: +12 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +23% Curse of Misfortune Rings make your fingers look great! |
Thunderlore the voratun ring (Nightmares) =tel= Thunderlore the voratun ring (Nightmares) =tel=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +15% blight / +9% temporal / +13% nature Changes resistances penetration: +20% temporal Changes damage: +6% lightning / +12% temporal Poison immunity: +27% Disease immunity: +27% Life regen: +13.00 Maximum life: +100.00 Healing mod.: +17% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares Rings make your fingers look great! |
Vargh Redemption (Nightmares) Vargh Redemption (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Nightmares It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 30.45 cold and 33.14 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. |
copper ring 'Polugalle' (Misfortune) copper ring 'Polugalle' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +5% arcane Changes damage: +3% physical Blindness immunity: +22% Silence immunity: +10% Infravision radius: +3 See stealth: +7 See invisible: +5 Curse of Misfortune Rings make your fingers look great! |
copper ring (Corpses) copper ring (Corpses)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses Rings make your fingers look great! |
gladiator's gold ring (Madness) gladiator's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +6 Con Curse of Madness Rings make your fingers look great! |
gladiator's gold ring of life (Corpses) gladiator's gold ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +6 Con Life regen: +10.00 Maximum life: +55.00 Healing mod.: +14% Curse of Corpses Rings make your fingers look great! |
gladiator's voratun ring of misery (Corpses) gladiator's voratun ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 52 Damage (Melee): 30 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 52 Damage (Ranged): 14 physical Changes stats: +10 Str / +10 Cun / +8 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gladiator's voratun ring of pilfering (Nightmares) gladiator's voratun ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +16 Physical power: +13 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +9 Str / +9 Con 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! |
gladiator's voratun ring of speed (Misfortune) gladiator's voratun ring of speed (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Str / +8 Con Movement speed: +23% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
gold quartz ring (Corpses) gold quartz ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% nature / +7% blight Poison immunity: +14% Disease immunity: +18% Stun/Freeze immunity: +30% Curse of Corpses Rings make your fingers look great! |
gold quartz ring (Nightmares) gold quartz ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 16% Damage when hit (Melee): 10 acid Changes stats: +6 Cun / +8 Dex Changes resistances penetration: +10% nature Changes damage: +9% acid / +9% nature Stun/Freeze immunity: +58% Life regen: +12.00 Maximum life: +52.00 Healing mod.: +14% Curse of Nightmares Rings make your fingers look great! |
gold ring of life (Madness) gold ring of life (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +10.00 Maximum life: +64.00 Healing mod.: +15% Curse of Madness Rings make your fingers look great! |
painweaver's voratun ring of pilfering (Nightmares) painweaver's voratun ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical power: +16 (+3 eff.) Defense: +17 (+4 eff.) Changes damage: +8% all Spellpower: +20 (+3 eff.) Mindpower: +17 (+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! |
rogue's copper ring of perseverance (Madness) rogue's copper ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +20% Life regen: +2.00 Curse of Madness Rings make your fingers look great! |
rogue's steel ring of lightning (+20%) (Madness) rogue's steel ring of lightning (+20%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Curse of Madness Rings make your fingers look great! |
sneakthief's stralite ring of misery (Nightmares) sneakthief's stralite ring of misery (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 52 Damage (Melee): 9 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 52 Damage (Ranged): 8 physical Changes stats: +12 Cun / +8 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
solipsist's copper ring of life (Nightmares) solipsist's copper ring of life (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +7.00 Maximum life: +48.00 Mindpower: +7 (+1 eff.) Healing mod.: +11% Curse of Nightmares Rings make your fingers look great! |
solipsist's stralite ring of life (Misfortune) solipsist's stralite ring of life (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +14.00 Maximum life: +80.00 Mindpower: +9 (+1 eff.) Healing mod.: +17% Curse of Misfortune Rings make your fingers look great! |
solipsist's voratun ring of tenacity (Shrouds) solipsist's voratun ring of tenacity (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Disarm immunity: +32% Pinning immunity: +50% Knockback immunity: +36% Maximum life: +43.00 Mindpower: +9 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
steel ring of misery (Misfortune) steel ring of misery (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 52 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 52 Damage (Ranged): 13 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
titan's voratun ring of clarity (Misfortune) titan's voratun ring of clarity (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Con Physical save: +18 (+2 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +35% Curse of Misfortune Rings make your fingers look great! |
titan's voratun ring of life (Madness) titan's voratun ring of life (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+3 eff.) Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% Curse of Madness Rings make your fingers look great! |
treant's stralite ring of lightning (+12%) (Madness) treant's stralite ring of lightning (+12%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% blight / +10% nature / +30% lightning Changes damage: +15% lightning Poison immunity: +26% Disease immunity: +20% Curse of Madness Rings make your fingers look great! |
warrior's gold ring of life (Misfortune) =life= warrior's gold ring of life (Misfortune) =life=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +7.00 Maximum life: +57.00 Healing mod.: +15% Curse of Misfortune Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. stormbringer's stralite battleaxe of massacre (Madness) (177% power, 3 apr)stormbringer's stralite battleaxe of massacre (Madness) (177% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +52 lightning / +21 cold When wielded/worn: Changes resistances penetration: +23% lightning / +30% cold Movement speed: +62% Curse of Madness Massive two-handed battleaxes. |
Issatar the Duskclamor (Madness) (145% power, 9 apr) Issatar the Duskclamor (Madness) (145% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +13 nature / +4 darkness Damage (radius 1) on hit: +12 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +9% darkness / +3% fire Changes resistances penetration: +10% blight Changes damage: +12% blight / +9% darkness Curse of Madness Sharp, short and deadly. |
Thunderrot (Madness) (147% power, 9 apr) Thunderrot (Madness) (147% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 83% Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes stats: +17 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +8% arcane / +6% lightning Critical mult.: +35.00% Spell save: +9 (+1 eff.) Blindness immunity: +30% Curse of Madness Sharp, short and deadly. |
Tempestwoe (Madness) (179% power, 4 apr) Tempestwoe (Madness) (179% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to reduce armor by 16% Damage (radius 1) on hit: +25 lightning / +24 mind Damage (radius 2) on crit: +20 mind / +20 acid When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 12 fire Changes resistances: +21% acid Changes damage: +24% mind / +12% acid Critical mult.: +35.00% Curse of Madness Massive two-handed mauls. |
stralite greatmaul 'Chetar' (Corpses) (169% power, 3 apr) stralite greatmaul 'Chetar' (Corpses) (169% power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 72% 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% On weapon crit: * Deals 159 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Defense: +14 (+3 eff.) Changes resistances: +9% blight / +3% lightning Critical mult.: +24.00% Mental save: +3 (+1 eff.) Disarm immunity: +70% Maximum life: +40.00 Curse of Corpses Massive two-handed mauls. |
Huradralar the Nimbusspawner (Corpses) (172% power, 4 apr) Huradralar the Nimbusspawner (Corpses) (172% power, 4 apr)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: 173% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 lightning When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +21 Physical crit. chance: +38.0% Changes stats: +10 Dex Changes resistances: +6% lightning / +12% cold / +9% darkness Critical mult.: +49.00% Spell save: +22 (+3 eff.) Combat speed: +10% Curse of Corpses Massive two-handed swords. |
Glimitha the Daybutcher (Shrouds) (143% power, 5 apr) =mi= Glimitha the Daybutcher (Shrouds) (143% power, 5 apr) =mi=Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +15 nature Damage (radius 1) on hit: +28 light When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +21% nature Changes damage: +18% light / +33% mind Critical mult.: +20.00% Blindness immunity: +30% Mental crit. chance: +5% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Lightningjam the voratun longsword (Corpses) (155% power, 6 apr)Lightningjam the voratun longsword (Corpses) (155% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 lightning / +16 fire Damage (radius 2) on crit: +24 light When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +6% acid / +6% temporal / +8% arcane Changes damage: +12% lightning Spell save: +9 (+1 eff.) Silence immunity: +20% Knockback immunity: +20% Light radius: +1 Curse of Corpses Sharp, long, and deadly. |
Pyreblast (Misfortune) (157% power, 6 apr) Pyreblast (Misfortune) (157% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +27.0% Physical power: +15 (+3 eff.) Damage when hit (Melee): 6 arcane Changes resistances: +6% arcane / +9% blight Changes resistances penetration: +20% fire Changes damage: +9% fire Critical mult.: +29.00% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun mace of corruption (Madness) (157% power, 6 apr)elemental voratun mace of corruption (Madness) (157% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +13% cold Changes damage: +28% cold Curse of Madness Blunt and deadly. |
Anukalthorim the Demonbliss (Shrouds) (115% power, 40 apr, mind damage) Anukalthorim the Demonbliss (Shrouds) (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +12 darkness When wielded/worn: Damage (Melee): 20 physical Changes stats: +5 Mag Changes resistances: +9% mind / +19% physical Changes resistances penetration: +10% mind / +20% physical Changes damage: +20% physical / +10% mind / +6% darkness Talent granted: +1 Attune Mindstar Spell save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Psi when hit: +2.50 Maximum mana: +60.00 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +3 Damage Resonance (when hit): +21% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Duathelenvy (Nightmares) (107% power, 32 apr, mind damage) =mi= Duathelenvy (Nightmares) (107% power, 32 apr, mind damage) =mi=Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to reduce armor by 16% Damage (Melee): +12 acid Damage (radius 1) on hit: +25 darkness / +16 cold When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 42% Changes resistances: +12% darkness / +9% all Changes damage: +24% acid / +18% darkness / +21% mind Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Malathad the living mindstar (Misfortune) (114% power, 40 apr, mind damage) =mi= Malathad the living mindstar (Misfortune) (114% power, 40 apr, mind damage) =mi=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Damage (Melee): 15 mind / 14 darkness Changes resistances: +12% acid Changes damage: +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Critical mult.: +25.14% Spell save: +18 (+2 eff.) Poison immunity: +25% Life regen: +5.03 Psi when hit: +0.08 Only die when reaching: -80.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +9% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Wildkiss the living mindstar (Nightmares) (113% power, 40 apr, mind damage) =mi= Wildkiss the living mindstar (Nightmares) (113% power, 40 apr, mind damage) =mi=Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn Damage (Melee): +23 nature When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% arcane Changes resistances penetration: +28% mind Changes damage: +23% lightning / +25% fire / +25% mind / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mental save: +15 (+3 eff.) Psi when firing a critical mind attack: +4.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +11% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar of sand (Corpses) (116% power, 40 apr, nature damage) =mi= epiphanous living mindstar of sand (Corpses) (116% power, 40 apr, nature damage) =mi=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 physical Changes resistances: +20% physical Changes resistances penetration: +16% physical Changes damage: +25% mind / +20% physical Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +10% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Freezetooth' (Misfortune) (115% power, 40 apr, mind damage) =mi= living mindstar 'Freezetooth' (Misfortune) (115% power, 40 apr, mind damage) =mi=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 arcane When wielded/worn: Damage (Melee): 34 physical / 14 mind / 12 darkness Changes resistances: +36% physical Changes resistances penetration: +35% physical Changes damage: +12% temporal / +10% darkness / +6% blight / +6% cold / +10% mind / +40% physical Talent granted: +1 Attune Mindstar Maximum mana: +60.00 Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Fulygrim' (Madness) (111% power, 40 apr, mind damage) =mi= living mindstar 'Fulygrim' (Madness) (111% power, 40 apr, mind damage) =mi=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +25 blight When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +6 Con / +7 Wil Changes resistances penetration: +14% mind / +15% darkness Changes damage: +22% mind / +25% darkness Talent granted: +1 Attune Mindstar Spell save: +18 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +124.10 Maximum hate: +7.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Lelidil' (Misfortune) (111% power, 40 apr, nature damage) =mi= living mindstar 'Lelidil' (Misfortune) (111% power, 40 apr, nature damage) =mi=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Damage (Melee): 10 lightning / 9 physical / 10 cold / 10 acid / 10 fire Changes stats: +3 Mag / +4 Cun / +4 Con Changes resistances: +10% lightning / +9% physical / +10% fire / +10% cold / +10% acid Changes resistances penetration: +15% mind / +14% darkness Changes damage: +20% mind / +24% darkness Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Physical save: +10 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.50 Maximum hate: +10.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Infravision radius: +3 Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar of storms (Nightmares) (113% power, 40 apr, nature damage) resonating living mindstar of storms (Nightmares) (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +4 Str / +7 Dex / +7 Mag / +7 Wil / +6 Cun / +6 Con Changes resistances: +10% mind / +16% lightning Changes resistances penetration: +9% mind / +20% lightning Changes damage: +10% mind / +18% lightning Talent granted: +1 Attune Mindstar Psi when hit: +2.40 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +19% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of illumination (Misfortune) (111% power, 3 apr, arcane element)cruel ash magestaff of illumination (Misfortune) (111% power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+2 eff.) Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 63.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone starstaff of wizardry (Madness) (136% power, 6 apr, darkness element)ethereal dragonbone starstaff of wizardry (Madness) (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+6 eff.) Changes stats: +6 Mag / +5 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum mana: +64.00 Spellpower: +31 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +14% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Ashviper the voratun waraxe (Madness) (172% power, 6 apr) =st= Ashviper the voratun waraxe (Madness) (172% power, 6 apr) =st=Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 172% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 acid / +24 fire Damage (radius 1) on hit: +24 mind When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +13 Str / +13 Dex / +6 Mag / +11 Wil / +13 Cun / +13 Con Changes damage: +24% mind Stamina each turn: +3.77 Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of massacre (Shrouds) (166% power, 6 apr)elemental voratun waraxe of massacre (Shrouds) (166% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +30% cold Changes damage: +19% cold Curse of Shrouds One-handed war axes. |
Girdle of Preservation (Nightmares) Girdle of Preservation (Nightmares)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 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Curse of Nightmares A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)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 Madness A belt rumoured to have been worn by the Conclave healers. |
Lightning Catcher (Nightmares) Lightning Catcher (Nightmares)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Nightmares A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren (Nightmares) Rope Belt of the Thaloren (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+2 eff.) Mental crit. chance: +15% Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Treerigor (Shrouds) =tel= Treerigor (Shrouds) =tel=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+4 eff.) Changes stats: +2 Str Changes damage: +9% nature Critical mult.: +20.00% Stealth bonus: +11 Spell save: +6 (+1 eff.) Mental save: +18 (+4 eff.) Disease immunity: +20% Only die when reaching: -40.00 life Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A belt that goes around your waist. |
Wildviper (Misfortune) =st= Wildviper (Misfortune) =st=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Damage when hit (Melee): 10 nature Changes stats: +3 Dex Changes resistances: +11% lightning / +11% temporal Changes resistances penetration: +25% physical Changes damage: +9% nature / +21% physical Stamina each turn: +3.00 Curse of Misfortune A belt that goes around your waist. |
hardened leather belt 'Unryharathel' (Nightmares) =st= hardened leather belt 'Unryharathel' (Nightmares) =st=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +18 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 83% Changes stats: +3 Con Changes resistances: +9% acid Critical mult.: +15.00% Stealth bonus: +7 Stamina each turn: +2.00 Curse of Nightmares A belt that goes around your waist. |
cashmere cloak 'Giladedogund' (Madness) (2 def, 0 armour) =tel= cashmere cloak 'Giladedogund' (Madness) (2 def, 0 armour) =tel=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 6 acid Changes resistances: +15% temporal Spell save: +12 (+2 eff.) Blindness immunity: +20% Confusion immunity: +20% Life regen: +4.00 Maximum life: +48.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe of Linaniil (Nightmares) (0 def, 0 armour)spellwoven linen robe of Linaniil (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +18 (+2 eff.) Mana each turn: +0.16 Maximum mana: +52.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (Nightmares) (4 def, 0 armour) Wanderer's Rest (Nightmares) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Emelovea (Shrouds) (0 def, 3 armour) Emelovea (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +58 (+10 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str Changes resistances: +9% blight Changes damage: +38% mind Psi when hit: +0.16 Maximum stamina: +37.71 Mental crit. chance: +7% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Poxidol the dwarven-steel gauntlets (Nightmares) (0 def, 15 armour) Poxidol the dwarven-steel gauntlets (Nightmares) (0 def, 15 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +15 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 83% Damage (Melee): 9 physical Changes resistances: +12% temporal / +3% darkness / +2% physical Changes damage: +6% physical Physical save: +6 (+1 eff.) Maximum life: +20.00 When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +11 physical Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Pyrelady the hardened leather gloves (Nightmares) (0 def, 2 armour) Pyrelady the hardened leather gloves (Nightmares) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +4 Str / +3 Wil / +3 Con Changes resistances: +6% acid Changes resistances penetration: +25% mind / +10% fire Changes damage: +30% mind / +9% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +37% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive drakeskin leather gloves of archery (Misfortune) (0 def, 3 armour) corrosive drakeskin leather gloves of archery (Misfortune) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 14 acid Changes stats: +9 Cun / +9 Dex Changes resistances: +8% acid Changes damage: +10% acid When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (radius 2) on crit: +12 acid Curse of Misfortune 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of archery (Madness) (0 def, 8 armour) heroic voratun gauntlets of archery (Madness) (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Armour: +8 Fatigue: +5% Changes stats: +9 Cun / +6 Dex Mental save: +11 (+2 eff.) Maximum life: +51.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Curse of Madness 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. |
Crown of Command (Nightmares) (3 def, 6 armour) Crown of Command (Nightmares) (3 def, 6 armour)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 (+0 eff.) Activating this item is instant. Curse of Nightmares 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. |
Daguregohek (Misfortune) (3 def, 0 armour) =mi= Daguregohek (Misfortune) (3 def, 0 armour) =mi=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +30% acid / +15% temporal / +20% mind / +21% cold Changes damage: +20% mind / +21% blight Spell save: +24 (+4 eff.) Mental save: +24 (+5 eff.) Poison immunity: +27% Silence immunity: +27% Curse of Misfortune A pointy cloth hat, very wizardly... |
Eye of the Forest (Corpses) (8 def, 0 armour) Eye of the Forest (Corpses) (8 def, 0 armour)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 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Corpses It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 4.2 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. |
Glimmerquarry (Misfortune) (30 def, 13 armour) =wat= Glimmerquarry (Misfortune) (30 def, 13 armour) =wat=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +13 Defense: +30 (+7 eff.) Fatigue: +5% Damage when hit (Melee): 6 arcane Changes resistances: +25% cold / +6% arcane / +7% physical Changes resistances penetration: +20% arcane Allows you to breathe in: water Only die when reaching: -60.00 life Light radius: +4 Curse of Misfortune A cap made of leather. |
Gonne the Tempestsnake (Misfortune) (0 def, 7 armour) Gonne the Tempestsnake (Misfortune) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +30 (+5 eff.) Armour: +7 Fatigue: +3% Changes stats: +7 Con Changes resistances: +2% physical Changes resistances penetration: +25% lightning Changes damage: +9% mind / +15% lightning Equilibrium when hit: +0.12 Only die when reaching: -40.00 life Curse of Misfortune A cap made of leather. |
Noonvagrant (Misfortune) (3 def, 12 armour) Noonvagrant (Misfortune) (3 def, 12 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +20 (+4 eff.) Armour: +12 Defense: +3 (+0 eff.) Changes stats: +14 Cun / +4 Str Changes resistances: +9% light / +5% physical Changes resistances penetration: +20% mind Changes damage: +12% darkness Critical mult.: +25.00% Mental save: +14 (+3 eff.) Light radius: +4 Curse of Misfortune A pointy cloth hat, very wizardly... |
Tidewill (Corpses) (3 def, 0 armour) =mi= Tidewill (Corpses) (3 def, 0 armour) =mi=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 83% Changes stats: +7 Cun / +5 Wil Changes resistances: +15% lightning / +13% temporal / +9% acid / +20% mind / +7% arcane Changes damage: +19% mind / +6% cold Physical save: +15 (+2 eff.) Mental save: +29 (+6 eff.) Maximum psi: +58.00 Mindpower: +31 (+5 eff.) Mental crit. chance: +5% Curse of Corpses A pointy cloth hat, very wizardly... |
Turezilabar (Nightmares) (3 def, 0 armour) Turezilabar (Nightmares) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +10 Mag / +3 Con Changes resistances: +30% acid / +20% physical / +20% darkness / +9% blight / +14% fire / +14% cold Changes damage: +20% acid / +20% physical / +13% darkness Mental save: +6 (+1 eff.) Maximum hate: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares A pointy cloth hat, very wizardly... |
Voidwilter (Misfortune) (0 def, 3 armour) =mi= Voidwilter (Misfortune) (0 def, 3 armour) =mi=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 23% chance to reduce damage dealt by 42% Changes stats: +8 Wil Changes resistances: +10% fire / +15% darkness / +8% cold Changes damage: +12% blight / +18% darkness / +12% mind Mental save: +20 (+4 eff.) Hate when firing a critical mind attack: +3.00 Curse of Misfortune A cap made of leather. |
drakeskin leather cap 'Quenchfoe' (Shrouds) (0 def, 5 armour) =wat= drakeskin leather cap 'Quenchfoe' (Shrouds) (0 def, 5 armour) =wat=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 cold Changes stats: +9 Str / +8 Con Changes resistances: +30% cold Changes resistances penetration: +20% cold Changes damage: +15% cold Allows you to breathe in: water Curse of Shrouds A cap made of leather. |
psion's elven-silk wizard hat of knowledge (Nightmares) (3 def, 0 armour) =mi= psion's elven-silk wizard hat of knowledge (Nightmares) (3 def, 0 armour) =mi=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +18% mind Changes damage: +20% mind Physical save: +14 (+2 eff.) Mental save: +13 (+3 eff.) Maximum psi: +36.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of Eyal (Madness) (4 def, 23 armour)impenetrable stralite mail armour of Eyal (Madness) (4 def, 23 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +6.00 Maximum life: +68.00 Healing mod.: +18% Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Gelerim (Nightmares) (0 def, 10 armour, 179% power, 205.5 block)Gelerim (Nightmares) (0 def, 10 armour, 179% power, 205.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +206 On weapon hit: * 34% chance to reduce strength, dexterity, and constitution by 7 Damage (radius 1) on hit: +32 mind When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 25 lightning Damage when hit (Melee): 12 lightning Changes stats: +10 Cun / +6 Wil Changes resistances: +21% temporal Changes damage: +18% blight / +24% temporal Talent granted: +1 Block Critical mult.: +20.00% Psi when hit: +0.28 Mindpower: +35 (+5 eff.) Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Shimmerspiker the quiver of dragonbone arrows (19/19, 200% power, 39 apr)Shimmerspiker the quiver of dragonbone arrows (19/19, 200% power, 39 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 201% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +39 Crit. chance: +3.0% Capacity: 19 Travel speed: +336% Damage (Ranged): +28 lightning Damage (radius 1) on hit: +28 lightning / +20 physical Damage (radius 2) on crit: +34 acid When wielded/worn: Ammo reloads per turn: +7 Arrows are used with bows to pierce your foes to death. |
368 alchemist agate 368 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 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 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Getekath the dwarven-steel pickaxe (dig speed 28 turns) =st= Getekath the dwarven-steel pickaxe (dig speed 28 turns) =st=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Defense: +20 (+5 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +13% nature / +6% physical Changes damage: +8% nature / +18% physical Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Chudraneg' (dig speed 15 turns) dwarven-steel pickaxe 'Chudraneg' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +7 (+1 eff.) Changes stats: +2 Str / +4 Mag / +4 Con Critical mult.: +13.00% Infravision radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 17 turns) voratun pickaxe of wreckage (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +9 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 jade 14 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 turquoise0.00 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. |
Betumira the Voidbender Betumira the VoidbenderInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +25 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 42% Damage when hit (Melee): 4 temporal Changes stats: +2 Str / +13 Wil Changes resistances: +9% temporal Changes resistances penetration: +15% physical Changes damage: +10% mind Critical mult.: +20.00% Physical save: +6 (+1 eff.) Maximum life: +80.00 Light radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Quenchjustice =st= Quenchjustice =st=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 14 mind Changes stats: +7 Str / +7 Wil / +7 Con Changes resistances: +9% physical Changes damage: +15% mind / +42% cold Stamina each turn: +4.46 Maximum stamina: +44.60 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(206 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +6 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 25). It can be used to release absorbed darkness in a 6 radius cone with a 60% chance to blind (based on lite radius), dealing 549.84 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+0 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 30 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered 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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 fire opal 20 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 ruby 15 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)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 376.87 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glacierobsidian the stralite torque of psionic shield [power 131] (25 cooldown) Glacierobsidian the stralite torque of psionic shield [power 131] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Physical power: +25 (+4 eff.) Defense: +41 (+9 eff.) Changes stats: +9 Str / +6 Dex Changes resistances: +24% acid / +30% cold Changes resistances penetration: +30% mind Critical mult.: +27.57% It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Mayiwen the voratun torque of mindblast [power 455] (15 cooldown) =mi= Mayiwen the voratun torque of mindblast [power 455] (15 cooldown) =mi=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to reduce all saves and defense by 52 Changes resistances penetration: +37% mind Changes damage: +30% mind Spell save: +27 (+4 eff.) Mental save: +27 (+6 eff.) Blindness immunity: +30% Disease immunity: +30% Maximum life: +149.33 It can be used to blast the opponent's mind dealing 960 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Siledabeth the iron torque of clear mind [power 1] (25 cooldown) Siledabeth the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +2 Con Changes resistances penetration: +20% acid Stamina each turn: +3.00 Only die when reaching: -60.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 83% 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 (+3 eff.) Mindpower: +8 (+1 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. |
dragonbone totem of summon tentacle 'Treestar' [power 410] (25 cooldown) =mi= dragonbone totem of summon tentacle 'Treestar' [power 410] (25 cooldown) =mi=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +5 Effects on melee hit: * 27% chance to slow global speed by 83% Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +3 Wil Changes resistances: +15% nature Changes damage: +24% mind Critical mult.: +45.00% Mental crit. chance: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1056 Base Damage: 490 Armor: 47 All Resist: 50 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Zanolatharoddasus' [power 320] (15 cooldown) yew totem of healing 'Zanolatharoddasus' [power 320] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +3.0% Changes stats: +3 Str Changes resistances penetration: +25% mind Changes damage: +24% physical Maximum hate: +8.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Thaloren-Tree Longbow (Shrouds) Thaloren-Tree Longbow (Shrouds)Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% Curse of Shrouds In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Achievements
By Sneeznnal the Dwarf Adventurer level 43
14th Steel 123rd year of Ascendancy at 03:53 see stats
By Sneeznnal the Dwarf Adventurer level 50
15th Profit 123rd year of Ascendancy at 08:18 see stats
By Sneeznnal the Dwarf Adventurer level 41
5th Steel 123rd year of Ascendancy at 08:38 see stats
By Sneeznnal the Dwarf Adventurer level 24
23rd Dearth 122nd year of Ascendancy at 14:46 see stats
By Sneeznnal the Dwarf Adventurer level 50
11st Voratun 123rd year of Ascendancy at 13:21 see stats
By Sneeznnal the Dwarf Adventurer level 48
39th Steel 123rd year of Ascendancy at 08:43 see stats
By Sneeznnal the Dwarf Adventurer level 50
26th Stralite 123rd year of Ascendancy at 03:04 see stats
By Sneeznnal the Dwarf Adventurer level 46
23rd Steel 123rd year of Ascendancy at 12:05 see stats
By Sneeznnal the Dwarf Adventurer level 42
9th Steel 123rd year of Ascendancy at 19:37 see stats
By Sneeznnal the Dwarf Adventurer level 13
17th Profit 122nd year of Ascendancy at 04:30 see stats
By Sneeznnal the Dwarf Adventurer level 44
19th Steel 123rd year of Ascendancy at 16:30 see stats
By Sneeznnal the Dwarf Adventurer level 39
2nd Steel 123rd year of Ascendancy at 12:31 see stats
By Sneeznnal the Dwarf Adventurer level 32
18th Iron 123rd year of Ascendancy at 23:39 see stats
By Sneeznnal the Dwarf Adventurer level 22
15th Wealth 122nd year of Ascendancy at 13:41 see stats
By Sneeznnal the Dwarf Adventurer level 29
12nd Loss 122nd year of Ascendancy at 18:15 see stats
By Sneeznnal the Dwarf Adventurer level 33
19th Iron 123rd year of Ascendancy at 12:40 see stats
By Sneeznnal the Dwarf Adventurer level 50
6th Wealth 123rd year of Ascendancy at 22:53 see stats
By Sneeznnal the Dwarf Adventurer level 50
2nd Profit 123rd year of Ascendancy at 02:57 see stats
By Sneeznnal the Dwarf Adventurer level 32
7th Shortage 122nd year of Ascendancy at 20:57 see stats
By Sneeznnal the Dwarf Adventurer level 49
39th Steel 123rd year of Ascendancy at 18:21 see stats
By Sneeznnal the Dwarf Adventurer level 50
2nd Acquisition 123rd year of Ascendancy at 23:39 see stats
By Sneeznnal the Dwarf Adventurer level 10
1st Profit 122nd year of Ascendancy at 18:22 see stats
By Sneeznnal the Dwarf Adventurer level 20
2nd Wealth 122nd year of Ascendancy at 10:53 see stats
By Sneeznnal the Dwarf Adventurer level 30
29th Loss 122nd year of Ascendancy at 02:11 see stats
By Sneeznnal the Dwarf Adventurer level 40
3rd Steel 123rd year of Ascendancy at 02:10 see stats
By Sneeznnal the Dwarf Adventurer level 50
39th Steel 123rd year of Ascendancy at 18:21 see stats
By Sneeznnal the Dwarf Adventurer level 50
5th Wealth 123rd year of Ascendancy at 19:48 see stats
By Sneeznnal the Dwarf Adventurer level 50
22nd Voratun 123rd year of Ascendancy at 22:50 see stats
By Sneeznnal the Dwarf Adventurer level 26
6th Loss 122nd year of Ascendancy at 03:57 see stats
By Sneeznnal the Dwarf Adventurer level 35
28th Iron 123rd year of Ascendancy at 02:05 see stats
By Sneeznnal the Dwarf Adventurer level 27
7th Loss 122nd year of Ascendancy at 21:49 see stats
By Sneeznnal the Dwarf Adventurer level 45
19th Steel 123rd year of Ascendancy at 22:08 see stats
By Sneeznnal the Dwarf Adventurer level 6
18th Voratun 122nd year of Ascendancy at 20:09 see stats
By Sneeznnal the Dwarf Adventurer level 6
27th Voratun 122nd year of Ascendancy at 19:46 see stats
By Sneeznnal the Dwarf Adventurer level 50
6th Wealth 123rd year of Ascendancy at 02:11 see stats
By Sneeznnal the Dwarf Adventurer level 50
40th Stralite 123rd year of Ascendancy at 07:59 see stats
By Sneeznnal the Dwarf Adventurer level 6
29th Voratun 122nd year of Ascendancy at 14:40 see stats
By Sneeznnal the Dwarf Adventurer level 23
29th Wealth 122nd year of Ascendancy at 00:18 see stats
By Sneeznnal the Dwarf Adventurer level 50
12nd Gold 123rd year of Ascendancy at 13:18 see stats
By Sneeznnal the Dwarf Adventurer level 32
5th Iron 123rd year of Ascendancy at 07:09 see stats
By Sneeznnal the Dwarf Adventurer level 31
7th Shortage 122nd year of Ascendancy at 01:50 see stats
By Sneeznnal the Dwarf Adventurer level 21
15th Wealth 122nd year of Ascendancy at 12:26 see stats
By Sneeznnal the Dwarf Adventurer level 40
4th Steel 123rd year of Ascendancy at 03:13 see stats
Log
Fire wyrm's devouring flames area effect hits Wretchling for 145 fire damage.
Fire wyrm's devouring flames area effect hits Wretchling for (58 to ice), 87 fire (87 total damage).
Fire wyrm's devouring flames area effect hits Skeleton archer for 145 fire damage.
Something receives 18 healing from Multi-hued drake hatchling.
Orc cryomancer's cold repulsion area effect hits Terror for 116 cold, 116 physical (232 total damage).
Fire wyrm's devouring flames area effect hits Wretchling for 222 fire damage.
Wretchling's acid area effect hits Emelulrata the orc cryomancer for (43 absorbed), 22 acid (22 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Skeleton archer for 95 acid damage.
Fire wyrm's devouring flames area effect hits Wretchling for 145 fire damage.
Something receives 23 healing from Wretchling.
Something receives 23 healing from Wretchling.
Wretchling's acid area effect hits Multi-hued drake hatchling for 63 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Skeleton archer for 78 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Something receives 23 healing from Wretchling.
Emelulrata the orc cryomancer casts Rune: Shielding.
A shield forms around Emelulrata the orc cryomancer.
Sneeznnal's creeping dark hits Wretchling for 403 darkness damage.
Sneeznnal's mind surges with critical power!
Sneeznnal uses Hateful Whisper.
Sneeznnal's mind surges with critical power!
Wretchling has heard the hateful whisper!
You collect a new ingredient: wretchling eyeball (1).
Sneeznnal uses Hateful Whisper.
Mindrot hits Wretchling for 170 mind, 127 darkness, 2644 mind (2941 total damage).
Sneeznnal receives 29 healing (31 psi heal) from Unnatural Body.
Mindrot killed Wretchling!