Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
Addons | Spellsword 1.2.4This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Infinite500 v2.3c: Revised high level play for ToME 1.2.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. More Taints 1.2.3Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.2.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Female |
Race | Yeek |
Class | Spellsword |
Level / Exp | 130 / 22% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 161.5 (base 140) |
Dexterity | 163 (base 140) |
Constitution | 69 (base 52) |
Magic | 170.5 (base 117) |
Willpower | 42.999999999999 (base 10) |
Cunning | 47 (base 10) |
Resources
Life | 3569/3569 |
Mana | 1091/1091 |
Stamina | 520/520 |
Healing Factor | 1.5000000000001 |
Regeneration | 0.37500000000002 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +131.43931971692% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 8 |
See Invisible | 37 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
Damage | 385 |
Accuracy | 84 |
Crit Chance | 79% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 178 |
Accuracy | 84 |
Crit Chance | 87% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 128.2957499409 |
Crit Chance | 54% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 34.45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | +14% |
Defense: Base
Armour (hardiness) | 117.37394500328 (100%) |
Defense | 51.016666666667 |
Ranged Defense | 53.516666666667 |
Fatigue | 20 |
Physical Save | 64.225 |
Spell Save | 66.4875 |
Mental Save | 40.696188121871 |
Defense: Resistances
All | + 49%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 65% |
Stun Resistance | 50% |
Confusion Resistance | 52% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 60% |
Blind Resistance | 90% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 7 turns. While Heroism is active, you will only die when reaching -785 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 411 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2241% over 10 turns and instantly restoring 112 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 6/5 |
| 13/5 |
Spell / Lifetide | 1.30 |
| 1/5 |
| 6/5 |
| 7/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 8/5 |
| 13/5 |
| 13/5 |
| 10/5 |
Spell / Earth | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Windcutter | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 7/5 |
Spell / Blazebrand | 1.30 |
| 6/5 |
| 1/5 |
| 9/5 |
| 9/5 |
Spell / Water | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Spell / Stoneshield | 1.30 |
| 1/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 13/5 |
| 8/5 |
| 5/5 |
| 13/5 |
| 1/5 |
Technique / Martial mastery | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 6/5 |
Technique / Arcane veteran | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Stone alchemy | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 13/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fire Stance |
talent | Mana Focus |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Aura of Fire |
talent | Wind Storm |
talent | Arcane Armor |
talent | Earthen Shield |
talent | Elemental Destruction |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.5)Penalty : Fractured Sanity: -13% Mind Resistance, -18% Confusion Immunity Power 1+: Unleashed: +22% critical damage, +25% off-hand weapon damage Power 2+: -1 Luck, +14 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.9% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +18 Darkness Resistance, +11% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 18% 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 18% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 15 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.5)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+18% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +15 Defense, +8 Ranged Defense Power 2+: -1 Luck, +14 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+53% chance to avoid traps). Power 4+: Unfortunate End: There is a 39% chance that the damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 11 of Infinite Dungeon. Escort: injured seer (level 11 of Infinite Dungeon)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 25 of Infinite Dungeon. Escort: lone alchemist (level 25 of Infinite Dungeon)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 16 of Infinite Dungeon. Escort: lost warrior (level 16 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 29 of Infinite Dungeon. Escort: lost warrior (level 29 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Infinite Dungeon. Escort: lost warrior (level 8 of Infinite Dungeon)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 10 of Infinite Dungeon. Escort: repented thief (level 10 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 21 of Infinite Dungeon. Escort: repented thief (level 21 of Infinite Dungeon)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 23 of Infinite Dungeon. Escort: repented thief (level 23 of Infinite Dungeon)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Beriregorek the Flashfury (0 def, 5 armour) (Misfortune) Beriregorek the Flashfury (0 def, 5 armour) (Misfortune)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 lightning Changes stats: +16 Mag Changes resistances: +3% lightning / +30% temporal / +23% darkness Changes resistances penetration: +15% lightning / +19% temporal / +18% darkness / +10% acid Changes damage: +19% acid / +9% blight Spell save: +5 Disease immunity: +44% Spellpower: +8 Lowers spell cool-downs by: 10% Defense after a teleport: +17 Resist all after a teleport: +19% New effects duration reduction after a teleport: +10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | plaguebringer's quiver of dragonbone arrows of accuracy (22/22, 51.5-72.1 power, 18 apr) (Madness) plaguebringer's quiver of dragonbone arrows of accuracy (22/22, 51.5-72.1 power, 18 apr) (Madness)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Ranged): +20 blight Curse of Madness Arrows are used with bows to pierce your foes to death. |
Light source | bright dwarven lantern of the moons (Nightmares) bright dwarven lantern of the moons (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +7% light Changes damage: +10% darkness Damage affinity(heal): +5% darkness Light radius: +7 Infravision radius: +3 Curse of Nightmares It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 451.11 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | bladed drakeskin leather cap of blood magic (0 def, 5 armour) (Madness) bladed drakeskin leather cap of blood magic (0 def, 5 armour) (Madness)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +5 Mag / +5 Wil Changes damage: +7% blight / +18% arcane Spell crit. chance: +3% Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1241.9 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | Crystalline Voratun gauntlets (0 def, 3 armour) (Shrouds) Crystalline Voratun gauntlets (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 Armour: +3 Changes stats: +3 Con / +3 Wil Changes resistances penetration: +20% arcane / +15% physical Changes damage: +10% arcane Spellpower: +12 Spell crit. chance: +10% Talent on hit(spell): Manathrust (10% chance level 3). Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron pickaxe of quickening (dig speed 30 turns) (Corpses) iron pickaxe of quickening (dig speed 30 turns) (Corpses)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
On fingers | Void Orb (Nightmares) Void Orb (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Nightmares It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.4 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 600.89 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | Elemental Fury (Misfortune) Elemental Fury (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Misfortune This ring shines with many colors. |
Around neck | Fiery Choker (Misfortune) Fiery Choker (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Misfortune A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
In main hand | Wintertide (39-54.6 power, 10 apr) (Corpses) Wintertide (39-54.6 power, 10 apr) (Corpses)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands, dealing cold damage to your enemies each turn and reducing their turn energy by 20%. Melee attacks will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 Curse of Corpses It can be used to intensify your winter storm creating unbreakable ice walls in each space, costing 25 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Around waist | Wildsting the drakeskin leather belt (Misfortune) Wildsting the drakeskin leather belt (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +11 Dex / +6 Mag / +7 Wil / +7 Cun Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +20 Spell save: +20 Mental save: +20 Mana each turn: +0.60 Maximum mana: +60.00 See invisible: +12 Curse of Misfortune A belt that goes around your waist. |
In off hand | Life Drinker (42-54.6 power, 11 apr) (Madness) Life Drinker (42-54.6 power, 11 apr) (Madness)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Madness It can be used to activate talent Worm Rot (costing 33 power out of 50/50) : Effective talent level: 2.0 Power cost: 33 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 36.53 acid and 35.79 blight damage. If not cleared after five turns it will inflict 450.96 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Cloak | marshal's elven-silk cloak of conjuring (3 def, 0 armour) (Shrouds) marshal's elven-silk cloak of conjuring (3 def, 0 armour) (Shrouds)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +3 Con Changes resistances penetration: +10% arcane Changes damage: +10% arcane Critical mult.: +27.00% Physical save: +10 Maximum life: +40.00 Maximum mana: +98.00 Spellpower: +7 Spell crit. chance: +4% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crystalline Voratun plate armour (18.7 def, 32.3 armour) (Misfortune) Crystalline Voratun plate armour (18.7 def, 32.3 armour) (Misfortune)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +12 Armour: +32 Defense: +19 Fatigue: +26% Damage when hit (Melee): 34 darkness Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Physical save: +25 Spell save: +35 Blindness immunity: +50% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +50% Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% Curse of Misfortune A suit of armour made of metal plates. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Corrupted Essence Elixir of Corrupted EssencePowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent mixture can open the mind to negative magical energies. |
Potion of Martial Prowess Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
healing infusion of the duelist (heal 451) healing infusion of the duelist (heal 451)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 451 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure physical) wild infusion (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure physical) wild infusion of the duelist (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 30% for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 25; power 69; dur 8) phase door rune of the duelist (range 25; power 69; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 25. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 69%, your defense is increased by 69 and all your resistances by 69%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (440 cold damage; 86 apply power) biting gale rune of the wizard (440 cold damage; 86 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 440.22 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 86. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 953 for 5 turns) Rune of Reflection (absorb and reflect 953 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 953 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune (absorb 462 for 8 turns) shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 474 for 6 turns) shielding rune of the psychic (absorb 474 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 540 for 3 turns) shielding rune of the warrior (absorb 540 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 540 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 9) controlled phase door rune of the sneak (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 19) controlled phase door rune of the wizard (range 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 19. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
taint of blood magic (10 extra spellpower for 5 turns) taint of blood magic (10 extra spellpower for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Use your life force to power your magic for 5 turns. Allows the use of talents that require mana or vim, with life instead. This increases your spellpower by 10 but decreases your physical save by 10. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of darkness (10 extra stealth power for 5 turns) taint of darkness (10 extra stealth power for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Weave darkness around you, darkening the area and forcing you into stealth mode. Also increases your stealth and decreases your darkness resistance by 10 for 5 turns. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of exchange (1 detrimental effects cured) taint of exchange (1 detrimental effects cured)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Tainted powers alter your immediate reality, curing up to 1 detrimental effects from you. However this alteration inflicts a new detrimental effect at random upon you for 5 turns. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of exchange (1 detrimental effects cured) taint of exchange (1 detrimental effects cured)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Tainted powers alter your immediate reality, curing up to 1 detrimental effects from you. However this alteration inflicts a new detrimental effect at random upon you for 5 turns. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the devourer (1 effects / 10 heal) taint of the devourer (1 effects / 10 heal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the taint on a foe, removing 1 effects from it and healing you for 10 per effects. Also removes an effect or sustain from yourself (and heals). Scales with Taintmarks It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the devourer (1 effects / 10 heal) taint of the devourer (1 effects / 10 heal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the taint on a foe, removing 1 effects from it and healing you for 10 per effects. Also removes an effect or sustain from yourself (and heals). Scales with Taintmarks It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the reaper (10 extra physical power for 5 turns) taint of the reaper (10 extra physical power for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Charge yourself with death for 5 turns. Everytime a creature dies you draw energy from it and regain 10 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 10 but decreases your spell save by 10. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
taint of the shade (20 evasion for 5 turns) taint of the shade (20 evasion for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Become semi-corporeal for 5 turns, allowing you to walk through walls. Your semi-corporeal state grants you 20% evasion but also reduces your healing by 20%. Scales with Taintmarks. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time, costing 810 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Gorigakath the steel amulet (Shrouds) Gorigakath the steel amulet (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +1 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +25% Curse of Shrouds Amulets can have magical properties. |
steel amulet of perfection (0.15 Technique / Martial mastery,0.15 Spell / Divination) (Nightmares) steel amulet of perfection (0.15 Technique / Martial mastery,0.15 Spell / Divination) (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.15 Technique / Martial mastery +0.15 Spell / Divination Curse of Nightmares Amulets can have magical properties. |
Choker of Dread (Madness) Choker of Dread (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 Curse of Madness It can be used to summon an elder vampire to your side, costing 49 power out of 60/60. The evilness of undeath radiates from this amulet. |
gold amulet of perfection (0.21 Spell / Water,0.21 Spell / Stoneshield) (Nightmares) gold amulet of perfection (0.21 Spell / Water,0.21 Spell / Stoneshield) (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.21 Spell / Water +0.21 Spell / Stoneshield Curse of Nightmares Amulets can have magical properties. |
starlit gold amulet (Nightmares) starlit gold amulet (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% light / +10% darkness Blindness immunity: +25% Curse of Nightmares Amulets can have magical properties. |
Harutorain the Flashhacker (Madness) Harutorain the Flashhacker (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Damage when hit (Melee): 8 fire / 8 temporal Changes stats: +5 Wil Changes resistances: +3% fire / +9% temporal Changes damage: +6% temporal Talent mastery: +0.33 Spell / Lifetide Critical mult.: +16.00% Mental save: +13 Confusion immunity: +18% Mindpower: +9 Curse of Madness Amulets can have magical properties. |
starlit stralite amulet of constitution (+3) (Misfortune) starlit stralite amulet of constitution (+3) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +16% light / +12% darkness Blindness immunity: +20% Curse of Misfortune Amulets can have magical properties. |
Frost Lord's Chain (Corpses) Frost Lord's Chain (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Corpses This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Vox (Misfortune) Vox (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Misfortune No force can hope to silence the wearer of this amulet. |
Xida (Nightmares) Xida (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +9 Changes stats: +10 Cun Changes resistances: +15% lightning / +6% fire Changes damage: +9% physical Critical mult.: +19.00% Poison immunity: +5% Silence immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +10% Combat speed: +10% Curse of Nightmares Amulets can have magical properties. |
enraging voratun amulet of the eclipse (Madness) enraging voratun amulet of the eclipse (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 12% chance to blind Changes damage: +6% physical / +10% light / +13% darkness Combat speed: +10% Curse of Madness Amulets can have magical properties. |
insulating voratun amulet of constitution (+9) (Misfortune) insulating voratun amulet of constitution (+9) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +27% fire / +26% cold Curse of Misfortune Amulets can have magical properties. |
serendipitous voratun amulet of murder (Shrouds) serendipitous voratun amulet of murder (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +6 Physical crit. chance: +3.0% Defense: +5 Changes stats: +8 Lck Critical mult.: +16.00% Reduce all damage from unseen attackers: 17% Curse of Shrouds Amulets can have magical properties. |
Lightningblast the gold ring (Misfortune) Lightningblast the gold ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +3% light Physical save: +8 Light radius: +3 Curse of Misfortune Rings can have magical properties. |
gold ring of perseverance (Madness) gold ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.40 Curse of Madness Rings can have magical properties. |
sneakthief's gold ring (Misfortune) sneakthief's gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Changes stats: +7 Cun / +6 Dex Curse of Misfortune Rings can have magical properties. |
sneakthief's gold ring of perseverance (Misfortune) sneakthief's gold ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +25% Life regen: +1.70 Curse of Misfortune Rings can have magical properties. |
Amuroddagorn (Madness) Amuroddagorn (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes stats: +7 Cun / +8 Wil Changes resistances: +6% mind Changes damage: +3% mind Blindness immunity: +15% Poison immunity: +25% Disarm immunity: +48% Confusion immunity: +20% Pinning immunity: +37% Stun/Freeze immunity: +50% Knockback immunity: +49% Life regen: +4.80 Only die when reaching: -60.00 life Maximum life: +46.00 Mindpower: +15 Curse of Madness Rings can have magical properties. |
Glory of the Pride (Misfortune) Glory of the Pride (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Armour Hardiness: +20% Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ivyganor the Naturetide (Madness) Ivyganor the Naturetide (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Effects on melee hit: * 33% chance to blind Effects on ranged hit: * 35% chance to blind Changes resistances: +18% arcane / +6% nature Changes resistances penetration: +25% blight Changes damage: +6% blight / +18% temporal / +18% arcane / +8% all Mana each turn: +0.08 Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Spellpower: +20 Mindpower: +19 Curse of Madness Rings can have magical properties. |
Lisymira the Galestone (Madness) Lisymira the Galestone (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 Physical power: +15 Fatigue: -2% Effects on melee hit: * 45% chance to daze * 20% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 25 bleed Changes stats: +10 Cun / +1 Con Changes resistances: +1% physical / +40% nature / +3% temporal Changes damage: +20% nature / +8% all Critical mult.: +6.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +19 Mindpower: +20 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Ring of the War Master (Nightmares) Ring of the War Master (Nightmares)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 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Saluthra (Shrouds) Saluthra (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +5 Defense: +25 Damage when hit (Melee): 8 temporal Changes stats: +7 Cun Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +6% temporal Blindness immunity: +34% Infravision radius: +5 See stealth: +25 See invisible: +17 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 33 cooldown : Effective talent level: 4.4 Power cost: 33 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 41% for 5 turns. Rings can have magical properties. |
Sunwedge (Misfortune) =con= Sunwedge (Misfortune) =con=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Armour: +36 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 mind Changes stats: +18 Str / +10 Con Changes resistances: +26% blight / +15% nature / +6% light Changes damage: +9% mind Grants telepathy: Dragon Poison immunity: +17% Disease immunity: +30% Equilibrium when hit: +0.12 Maximum hate: +2.00 Light radius: +1 Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Rings can have magical properties. |
gladiator's voratun ring of pilfering (Shrouds) gladiator's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Armour penetration: +17 Physical power: +15 Defense: +15 Changes stats: +8 Str / +9 Con Activating this item is instant. Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
painweaver's voratun ring of life (Nightmares) painweaver's voratun ring of life (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Changes damage: +7% all Life regen: +1.00 Maximum life: +83.00 Spellpower: +19 Mindpower: +16 Healing mod.: +22% Curse of Nightmares Rings can have magical properties. |
sneakthief's voratun ring of misery (Madness) sneakthief's voratun ring of misery (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 Effects on melee hit: * 14% chance to cause random insanity Damage (Melee): 12 bleed Effects on ranged hit: * 10% chance to cause random insanity Damage (Ranged): 5 bleed Changes stats: +10 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
voratun ring (Madness) voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings can have magical properties. |
voratun ring (Misfortune) voratun ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Misfortune Rings can have magical properties. |
voratun ring 'Eilinolrama' (Misfortune) voratun ring 'Eilinolrama' (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 Armour penetration: +2 Fatigue: -10% Changes stats: +11 Dex / +9 Cun / +6 Con Changes resistances: +5% arcane Maximum encumbrance: +39 Life regen: +2.40 Maximum life: +72.00 Healing mod.: +32% Curse of Misfortune Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) (Shrouds) Khulmanar's Wrath (70-105 power, 8 apr) (Shrouds)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Shrouds It can be used to activate talent Infernal Breath (costing 29 power out of 35/35) : Effective talent level: 3.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 383.81 fire damage, and flames will be left dealing a further 89.90 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
voratun battleaxe 'Neramissra' (57.5-86.25 power, 4 apr) (Misfortune) voratun battleaxe 'Neramissra' (57.5-86.25 power, 4 apr) (Misfortune)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +20 Defense: +21 Changes stats: +3 Mag Changes resistances penetration: +43% acid / +40% fire / +44% cold / +10% arcane / +43% lightning Spell save: +25 Spellpower: +8 Spell crit. chance: +1% Curse of Misfortune Massive two-handed battleaxes. |
Spelldrinker (27-35.1 power, 8 apr) (Shrouds) Spelldrinker (27-35.1 power, 8 apr) (Shrouds)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32.5 power, 20 apr) (Nightmares) Swordbreaker (25-32.5 power, 20 apr) (Nightmares)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Nightmares This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Orc Feller (45-58.5 power, 11 apr) (Misfortune) Orc Feller (45-58.5 power, 11 apr) (Misfortune)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Misfortune During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
thunderous voratun dagger of torment (38-49.4 power, 9 apr) (Shrouds) thunderous voratun dagger of torment (38-49.4 power, 9 apr) (Shrouds)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 4% chance to daze * 20% chance to torment the target When wielded/worn: Changes stats: +4 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +4% lightning / +4% mind / +8% darkness Curse of Shrouds Sharp, short and deadly. |
voratun dagger (38.5-50.05 power, 9 apr) (Misfortune) voratun dagger (38.5-50.05 power, 9 apr) (Misfortune)Requires: - Dexterity 48 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Curse of Misfortune Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr) (Nightmares) Blighted Maul (96-144 power, 22 apr) (Nightmares)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Damages enemies in radius 1 around your target (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Nightmares It can be used to knock away nearby foes, costing 41 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
voratun greatsword 'Flameclamor' (64.5-103.2 power, 4 apr) (Misfortune) voratun greatsword 'Flameclamor' (64.5-103.2 power, 4 apr) (Misfortune)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease Damage Shield penetration (this weapon only): +69% Damage (Melee): +26 blight / +28 temporal When wielded/worn: Physical power: +17 Damage when hit (Melee): 28 temporal Changes stats: +3 Mag / +9 Con Changes resistances: +9% fire / +20% temporal Changes resistances penetration: +5% blight / +20% physical / +10% arcane Changes damage: +9% arcane Disease immunity: +49% Disarm immunity: +48% Maximum mana: +20.00 Curse of Misfortune Massive two-handed swords. |
Blood-Edge (46-64.4 power, 7 apr) (Madness) Blood-Edge (46-64.4 power, 7 apr) (Madness)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 Spell crit. chance: +8% Curse of Madness It can be used to activate talent Bleeding Edge (costing 17 power out of 20/20) : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (48-67.2 power, 12 apr) (Misfortune) Butcher (48-67.2 power, 12 apr) (Misfortune)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing instantly. On weapon kill: * Enter a Rampage (Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if HP falls under 20%% (Shared 30 turn cooldown) Curse of Misfortune Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
voratun longsword (43.5-60.9 power, 6 apr) (Corpses) voratun longsword (43.5-60.9 power, 6 apr) (Corpses)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Curse of Corpses Sharp, long, and deadly. |
Kindlelace (45-63 power, 6 apr) (Misfortune) Kindlelace (45-63 power, 6 apr) (Misfortune)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +13 mind When wielded/worn: Armour penetration: +10 Physical crit. chance: +19.0% Physical power: +10 Effects on melee hit: * 15% chance to blind Changes stats: +1 Wil Changes damage: +6% mind Critical mult.: +25.00% Hate when firing a critical mind attack: +2.00 Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 5 cooldown. Blunt and deadly. |
Ureslak's Femur (52-72.8 power, 5 apr) (Nightmares) Ureslak's Femur (52-72.8 power, 5 apr) (Nightmares)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Nightmares A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
voratun mace of crippling (43-60.2 power, 6 apr) (Misfortune) voratun mace of crippling (43-60.2 power, 6 apr) (Misfortune)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Curse of Misfortune Blunt and deadly. |
Emeluvea the Undeathtickler (16.5-18.15 power, 40 apr, mind damage) (Shrouds) Emeluvea the Undeathtickler (16.5-18.15 power, 40 apr, mind damage) (Shrouds)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 59% chance to cause random insanity Burst (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 10 physical Changes resistances: +9% fire / +8% physical Changes resistances penetration: +9% physical / +13% mind / +13% darkness Changes damage: +25% darkness / +10% physical / +6% nature / +19% mind Spell save: +20 Mindpower: +5 Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +30 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. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) (Shrouds) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) (Shrouds)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% Curse of Shrouds The top part of Telos' broken staff. |
magewarrior's short dragonbone magestaff of channeling (30-36 power, 6 apr, cold element) (Misfortune) magewarrior's short dragonbone magestaff of channeling (30-36 power, 6 apr, cold element) (Misfortune)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Physical power: +9 Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Mana each turn: +0.31 Spellpower: +35 Spell crit. chance: +8% Curse of Misfortune It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 25 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) (Corpses) Telos's Staff (Bottom Half) (Corpses)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Corpses The bottom part of Telos' broken staff. |
Legacy of the Naloren (84-117.6 power, 20 apr) (Shrouds) Legacy of the Naloren (84-117.6 power, 20 apr) (Shrouds)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 Mental crit. chance: +12% Light radius: +2 Curse of Shrouds It can be used to activate talent Implode (costing 33 power out of 60/60) : Effective talent level: 2.0 Power cost: 33 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 2 turns and dealing 73.2 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Girdle of the Calm Waters (Madness) Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
Neira's Memory (Shrouds) Neira's Memory (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Shrouds It can be used to generate a personal shield, costing 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
insulating hardened leather belt of life (Shrouds) insulating hardened leather belt of life (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +5% cold Life regen: +1.50 Healing mod.: +13% Curse of Shrouds A belt that goes around your waist. |
Emblem of Evasion (Misfortune) Emblem of Evasion (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Curse of Misfortune It can be used to activate talent Evasion (costing 25 power out of 30/30) : Effective talent level: 3.6 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 45 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Stargore the drakeskin leather belt (Corpses) Stargore the drakeskin leather belt (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 Armour: +15 Changes stats: +5 Mag / +6 Wil Changes resistances: +12% light Changes resistances penetration: +5% acid / +10% light Changes damage: +3% light / +3% darkness Critical mult.: +12.00% Spell crit. chance: +6% Light radius: +1 Curse of Corpses It can be used to create a temporary shield that absorbs 377 damage, placing all other charms into a 25 cooldown. A belt that goes around your waist. |
monstrous drakeskin leather belt of the vagrant (Shrouds) =con= monstrous drakeskin leather belt of the vagrant (Shrouds) =con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +6 Str / +12 Con Physical save: +15 Mental save: +13 Mindpower: +10 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Splendourwither the elven-silk cloak (16 def, 10 armour) (Misfortune) Splendourwither the elven-silk cloak (16 def, 10 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 Armour: +10 Defense: +16 Fatigue: -10% Changes stats: +4 Dex / +2 Wil / +4 Cun Changes resistances: +12% acid Changes resistances penetration: +30% arcane / +10% acid Changes damage: +9% light / +3% blight Physical save: +25 Spell save: +25 Mental save: +25 Maximum life: +92.00 Maximum stamina: +33.00 Light radius: +2 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of fog (12 def, 0 armour) (Misfortune) restorative elven-silk cloak of fog (12 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Changes resistances: +17% blight / +25% fire / +25% light / +18% nature Stealth bonus: +13 Life regen: +2.20 Healing mod.: +29% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of protection (5 def, 2 armour) (Madness) verdant cashmere robe of protection (5 def, 2 armour) (Madness)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Changes stats: +5 Con Changes damage: +6% nature Physical save: +18 Poison immunity: +20% Disease immunity: +27% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) (Madness) Black Robe (6 def, 0 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). Curse of Madness A silk robe, darker than the darkest night sky, it radiates power. |
Isita (5 def, 0 armour) (Shrouds) Isita (5 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +8 Str / +8 Mag / +8 Wil / +1 Cun / +10 Con Changes resistances: +11% lightning / +15% cold / +23% blight Changes damage: +20% lightning / +14% physical / +19% nature / +20% cold Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: +6 Poison immunity: +44% Disease immunity: +49% Life regen: +6.00 Maximum life: +100.00 Mindpower: +2 Healing mod.: +28% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rhoroddakath the elven-silk robe (5 def, 0 armour) (Corpses) Rhoroddakath the elven-silk robe (5 def, 0 armour) (Corpses)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when hit (Melee): 4 mind Changes resistances: +11% mind / +11% temporal / +17% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% mind / +11% temporal Physical save: +12 Spell save: +33 Mental save: +31 Spellpower: +3 Spell crit. chance: +4% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) (Shrouds) Aetherwalk (6 def, 0 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Curse of Shrouds It can be used to phase door in range 6, radius 2, costing 20 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour) (Shrouds) Boots of the Hunter (2 def, 12 armour) (Shrouds)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Shrouds It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 26 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. |
Unbreakable Greaves (8 def, 20 armour) (Nightmares) Unbreakable Greaves (8 def, 20 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Nightmares These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Xeredhewen the Glimmerborn (0 def, 5 armour) (Corpses) Xeredhewen the Glimmerborn (0 def, 5 armour) (Corpses)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances penetration: +10% blight Changes damage: +6% blight / +12% arcane Mental save: +30 Life regen: +15.00 Light radius: +3 Healing mod.: +84% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brodyrek (0 def, 3 armour) (Madness) =con= Brodyrek (0 def, 3 armour) (Madness) =con=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Changes stats: +9 Str / +4 Dex / +8 Wil / +5 Cun / +10 Con Changes damage: +3% mind Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Reduces incoming crit damage: 21.00% Trap disarming bonus: +30 Physical save: +15 Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +1 See invisible: +3 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour) (Shrouds) Hand of the World-Shaper (0 def, 12 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 Spell crit. chance: +10% Curse of Shrouds It can be used to activate talent Earthquake (costing 25 power out of 30/30) : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 127.46 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Spellhunt Remnants (6 def, 8 armour) (Misfortune) Spellhunt Remnants (6 def, 8 armour) (Misfortune)Requires: - Talent 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 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 Curse of Misfortune It can be used to destroy magic in a radius 5 cone, costing 81 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. You feel proud of having fulfilled this ancient duty. |
spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour) (Shrouds) spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour) (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 17 arcane Changes stats: +8 Mag / +9 Wil Changes resistances: +9% arcane Mana each turn: +0.40 Spellpower: +8 Spell crit. chance: +8% Curse of Shrouds It can be used to activate talent Disperse Magic, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of war-making (0 def, 22 armour) (Shrouds) stone warden's voratun gauntlets of war-making (0 def, 22 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +22 Armour Hardiness: +15% Changes stats: +14 Con Changes resistances: +12% physical Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (0 def, 3 armour) (Nightmares) Crown of Eternal Night (0 def, 3 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Nightmares This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
grounding hardened leather cap of the depths (0 def, 3 armour) (Nightmares) grounding hardened leather cap of the depths (0 def, 3 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% lightning / +8% cold / +8% temporal Allows you to breathe in: water Curse of Nightmares A cap made of leather. |
shimmering cashmere wizard hat of earthrunes (2 def, 3 armour) (Shrouds) shimmering cashmere wizard hat of earthrunes (2 def, 3 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Changes stats: +4 Con Changes damage: +13% arcane Maximum mana: +46.00 Curse of Shrouds It can be used to activate talent Stone Wall, placing all other charms into a 65 cooldown : Effective talent level: 1.2 Power cost: 65 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 242.13 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Dragon-helm of Kroltar (5 def, 9 armour) (Nightmares) Dragon-helm of Kroltar (5 def, 9 armour) (Nightmares)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con Curse of Nightmares It can be used to activate talent Warshout (costing 37 power out of 45/45) : Effective talent level: 2.0 Power cost: 37 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Yaldan Baoth (0 def, 6 armour) (Corpses) Yaldan Baoth (0 def, 6 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Airwar (0 def, 5 armour) (Shrouds) =con= Airwar (0 def, 5 armour) (Shrouds) =con=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 lightning Changes stats: +17 Str / +9 Dex / +6 Mag / +1 Cun / +12 Con Grants telepathy: Demon/Minor Demon/Major Mindpower: +8 Infravision radius: +1 Curse of Shrouds A cap made of leather. |
Crown of the Elements (0 def, 5 armour) (Corpses) Crown of the Elements (0 def, 5 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 Curse of Corpses This jeweled crown shimmers with colors. |
elven-silk wizard hat 'Yvona' (3 def, 0 armour) (Corpses) elven-silk wizard hat 'Yvona' (3 def, 0 armour) (Corpses)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +2 Cun / +2 Wil Mental save: +7 Maximum mana: +40.00 Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Corpses A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour) (Corpses) The Untouchable (14 def, 12 armour) (Corpses)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Corpses This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Masochism (0 def, 0 armour) (Shrouds) Masochism (0 def, 0 armour) (Shrouds)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 Spell save: +10 Mental save: +10 Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Shrouds It can be used to activate talent Blood Grasp (costing 10 power out of 12/12) : Effective talent level: 5.0 Power cost: 10 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 669.35 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) (Madness) Molten Skin (15 def, 12 armour) (Madness)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% Curse of Madness It can be used to activate talent Blastwave (costing 10 power out of 16/16) : Effective talent level: 4.0 Power cost: 10 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 393.32 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
nimble drakeskin leather armour of alacrity (19 def, 8 armour) (Madness) nimble drakeskin leather armour of alacrity (19 def, 8 armour) (Madness)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +19 Ranged Defense: +7 Fatigue: +8% Changes stats: +5 Dex Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Madness A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 40 armour) (Madness) Cuirass of the Dark Lord (0 def, 40 armour) (Madness)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 Armour: +40 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 Life regen: +0.00 Blood Charges: 0 Curse of Madness It can be used to drain blood from all units within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For every unit (up to 10) drained, the armor's stats increase, but decrease over 10 turns until back to normal, costing 21 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Bindings of Eternal Night (12 def, 12 armour) (Misfortune) Bindings of Eternal Night (12 def, 12 armour) (Misfortune)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Misfortune Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Ivatta the voratun shield (12 def, 3 armour, 193.5 block) (Shrouds) Ivatta the voratun shield (12 def, 3 armour, 193.5 block) (Shrouds)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +3 Wil Changes resistances: +26% acid / +24% cold / +25% fire / +20% mind / +25% lightning Changes damage: +6% blight / +6% arcane Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Block Mana each turn: +0.16 Spellpower: +8 Damage Shield penetration: +20% Curse of Shrouds Handheld deflection devices. |
41 agate 41 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
30 spinel 30 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
49 ametrine 49 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
26 citrine 26 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
40 zircon 40 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
42 aquamarine 42 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
37 opal 37 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
36 topaz 36 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
44 amethyst 44 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
42 onyx 42 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
44 lapis lazuli 44 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
45 emerald 45 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
49 garnet 49 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
43 quartz 43 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
32 sapphire 32 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
39 jade 39 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
31 turquoise 31 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
27 ruby 27 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
43 amber 43 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
47 bloodstone 47 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
37 fire opal 37 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
41 diamond 41 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
41 moonstone 41 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
37 pearl 37 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) 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% Air currents swirl around this bright blue jewel. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
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 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 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 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 It can be used to combine with a staff, costing 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. |
1349 alchemist agate (Corpses) 1349 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
dwarven lantern of the sun (Corpses) dwarven lantern of the sun (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 Curse of Corpses It can be used to activate talent Sun Flare, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 110.28 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl (Corpses) Eldritch Pearl (Corpses)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 Curse of Corpses It can be used to activate talent Tidal Wave (costing 65 power out of 150/150) : Effective talent level: 4.8 Power cost: 65 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 6, doing 98.23 cold damage and 79.94 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial (Shrouds) Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Shrouds It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 65 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
voratun pickaxe 'Kindlejam' (dig speed 10 turns) (Corpses) voratun pickaxe 'Kindlejam' (dig speed 10 turns) (Corpses)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +6 Str / +3 Con Changes resistances: +9% blight / +13% fire / +8% darkness / +14% nature Changes damage: +9% nature / +21% mind Maximum psi: +30.00 Light radius: +1 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye (Nightmares) Fortune's Eye (Nightmares)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 Curse of Nightmares It can be used to activate talent Track (costing 15 power out of 35/35) : Effective talent level: 2.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 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." |
The Bladed Rift (Misfortune) The Bladed Rift (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 Mindpower: +10 This item does not take a turn to use. Activating this item is instant. Curse of Misfortune It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 1.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 21 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Tree of Life (Madness) Tree of Life (Madness)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Madness It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Poroth the dragonbone totem of healing [power 417] (26 cooldown) (Madness) Poroth the dragonbone totem of healing [power 417] (26 cooldown) (Madness)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Dex Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Maximum life: +20.00 Maximum stamina: +5.00 Curse of Madness It can be used to heal the target for 417, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. |
volcanic elven-wood wand of clairvoyance [power 14] (5 cooldown) (Madness) volcanic elven-wood wand of clairvoyance [power 14] (5 cooldown) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +4 Volcano Curse of Madness It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xerelevea [power 23] (9 cooldown) (Nightmares) Xerelevea [power 23] (9 cooldown) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +6 Physical crit. chance: +7.0% Physical power: +2 Spell save: +6 Pinning immunity: +10% Stun/Freeze immunity: +15% Curse of Nightmares It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 23), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of trap destruction [power 125] (13 cooldown) (Misfortune) volcanic dragonbone wand of trap destruction [power 125] (13 cooldown) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Volcano Curse of Misfortune It can be used to try to disarm traps in a line (disarm power 125), placing all other charms into a 13 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of clairvoyance [power 14] (5 cooldown) (Shrouds) warded dragonbone wand of clairvoyance [power 14] (5 cooldown) (Shrouds)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +2 cold Talent granted: +1 Ward Curse of Shrouds It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By ape of perfect virtue the Yeek Spellsword level 16
5th Flare 122nd year of Ascendancy at 09:07 see stats
By ape of perfect virtue the Yeek Spellsword level 39
39th Dusk 122nd year of Ascendancy at 22:28 see stats
By ape of perfect virtue the Yeek Spellsword level 53
73rd Dusk 122nd year of Ascendancy at 02:58 see stats
By ape of perfect virtue the Yeek Spellsword level 63
17th Haze 122nd year of Ascendancy at 03:00 see stats
By ape of perfect virtue the Yeek Spellsword level 24
5th Dusk 122nd year of Ascendancy at 16:14 see stats
By ape of perfect virtue the Yeek Spellsword level 96
3rd Allure 123rd year of Ascendancy at 14:11 see stats
By ape of perfect virtue the Yeek Spellsword level 13
2nd Summertide 122nd year of Ascendancy at 09:40 see stats
By ape of perfect virtue the Yeek Spellsword level 93
5th Decay 122nd year of Ascendancy at 01:29 see stats
By ape of perfect virtue the Yeek Spellsword level 125
9th Pyre 123rd year of Ascendancy at 04:16 see stats
By ape of perfect virtue the Yeek Spellsword level 27
11st Dusk 122nd year of Ascendancy at 17:24 see stats
By ape of perfect virtue the Yeek Spellsword level 36
31st Dusk 122nd year of Ascendancy at 17:38 see stats
By ape of perfect virtue the Yeek Spellsword level 43
50th Dusk 122nd year of Ascendancy at 06:21 see stats
By ape of perfect virtue the Yeek Spellsword level 51
68th Dusk 122nd year of Ascendancy at 04:17 see stats
By ape of perfect virtue the Yeek Spellsword level 59
9th Haze 122nd year of Ascendancy at 21:32 see stats
By ape of perfect virtue the Yeek Spellsword level 69
28th Haze 122nd year of Ascendancy at 01:29 see stats
By ape of perfect virtue the Yeek Spellsword level 79
47th Haze 122nd year of Ascendancy at 17:26 see stats
By ape of perfect virtue the Yeek Spellsword level 86
65th Haze 122nd year of Ascendancy at 20:38 see stats
By ape of perfect virtue the Yeek Spellsword level 33
24th Dusk 122nd year of Ascendancy at 01:59 see stats
By ape of perfect virtue the Yeek Spellsword level 10
6th Mirth 122nd year of Ascendancy at 16:19 see stats
By ape of perfect virtue the Yeek Spellsword level 20
9th Flare 122nd year of Ascendancy at 08:46 see stats
By ape of perfect virtue the Yeek Spellsword level 30
17th Dusk 122nd year of Ascendancy at 02:51 see stats
By ape of perfect virtue the Yeek Spellsword level 40
41st Dusk 122nd year of Ascendancy at 13:00 see stats
By ape of perfect virtue the Yeek Spellsword level 50
65th Dusk 122nd year of Ascendancy at 05:08 see stats
By ape of perfect virtue the Yeek Spellsword level 30
17th Dusk 122nd year of Ascendancy at 11:09 see stats
By ape of perfect virtue the Yeek Spellsword level 126
10th Pyre 123rd year of Ascendancy at 11:13 see stats
By ape of perfect virtue the Yeek Spellsword level 71
32nd Haze 122nd year of Ascendancy at 01:58 see stats
By ape of perfect virtue the Yeek Spellsword level 84
61st Haze 122nd year of Ascendancy at 22:05 see stats
By ape of perfect virtue the Yeek Spellsword level 44
52nd Dusk 122nd year of Ascendancy at 21:39 see stats
By ape of perfect virtue the Yeek Spellsword level 100
4th Regrowth 123rd year of Ascendancy at 16:47 see stats
By ape of perfect virtue the Yeek Spellsword level 35
30th Dusk 122nd year of Ascendancy at 02:51 see stats
By ape of perfect virtue the Yeek Spellsword level 27
9th Dusk 122nd year of Ascendancy at 05:03 see stats
Log
Today is the 25th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:58.
There is a ladder to the next level here (press '' or right click to use).
Ape of perfect virtue deactivates Elemental Destruction.
Ape of perfect virtue activates Elemental Destruction.