Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 47 / 34% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 141 (base 52) |
Dexterity | 42 (base 10) |
Constitution | 50 (base 25) |
Magic | 13 (base 10) |
Willpower | 85 (base 60) |
Cunning | 88 (base 60) |
Resources
Mana | 292/631 |
Equilibrium | 18 |
Life | 1555/1555 |
Positive | 0/168 |
Steam | 100/100 |
Hate | 10/102 |
Healing Factor | 1.1227272727276 |
Regeneration | 9.7115909090937 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 42.646342358568 |
See Invisible | 52.646342358569 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 140 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 105 |
Speed | 1.00 |
Offense: Offhand
Damage | 162 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 105 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Cold | +9% |
All | 0% |
Darkness | +11% |
Light | +6% |
Arcane | +12% |
Mind | +27% |
Fire | +24% |
Nature | +14% |
Offense: Damage Penetration
Light | +5% |
Cold | +11% |
Defense: Base
Armour (hardiness) | 129.29230492397 (86.818181818182%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 70 |
Mental Save | 75 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 49%( 70%) |
All | + 30%( 70%) |
Mind | + 45%( 70%) |
Lightning | + 69%( 70%) |
Light | + 47%( 70%) |
Temporal | + 42%( 70%) |
Physical | + 48%( 76%) |
Darkness | + 53%( 80%) |
Fire | + 70%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 73% |
Fear Resistance | 28% |
Teleport Resistance | 100% |
Blind Resistance | 40% |
Disarm Resistance | 100% |
Pinning Resistance | 75% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 53% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 605 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Chant of Fortitude |
talent | Gloom |
talent | Premonition |
talent | Psiblades |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 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 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 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 18 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 9 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)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 Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 170. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Glyvena the Lightwinter (Madness) (31 def, 15 armour) Glyvena the Lightwinter (Madness) (31 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +31 (+8 eff.) Fatigue: +0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +8 Str / +10 Dex Changes resistances: +9% light / +3% darkness / +6% nature Changes resistances penetration: +5% light Changes damage: +10% fire / +3% nature / +6% light Maximum encumbrance: +47 Physical save: +29 (+7 eff.) Silence immunity: +50% Confusion immunity: +46% Pinning immunity: +75% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Generate 3 steam each time you walk. Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Boots. But with steam power! |
Light source | Harakath HarakathPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 26 fire Changes stats: +1 Cun / +6 Wil Changes resistances: +9% fire Changes damage: +21% mind Equilibrium when hit: +0.24 Maximum psi: +40.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Betuba the hardened leather hat (Shrouds) (0 def, 3 armour) Betuba the hardened leather hat (Shrouds) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +13 Str / +6 Dex / +5 Wil / +10 Cun Changes resistances: +3% lightning / +12% fire / +3% light / +5% physical Physical save: +6 (+2 eff.) Mental save: +15 (+4 eff.) Silence immunity: +0% Curse of Shrouds A hat made of leather. Very stylish. |
On hands | Carrionquench the voratun gauntlets (Madness) (0 def, 3 armour) Carrionquench the voratun gauntlets (Madness) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Armour: +3 Fatigue: -4% Damage (Melee): 15 darkness Damage when hit (Melee): 12 nature Changes stats: +11 Dex / +2 Wil / +7 Cun / +5 Con Changes resistances: +14% darkness Changes damage: +11% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Iron Grip Physical save: +19 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +150% Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Starmoon (dig speed 12 turns) Starmoon (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Cun / +2 Str Changes resistances: +6% temporal / +7% physical / +3% light / +17% nature Changes damage: +7% nature Spell save: +20 (+5 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Dourwreath (Nightmares) Dourwreath (Nightmares)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +13 Armour: +14 Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Str / +4 Con Spell save: +11 (+3 eff.) Maximum life: +20.00 Maximum stamina: +41.00 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Lisoldanne (Nightmares) Lisoldanne (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Damage when hit (Melee): 20 acid Changes stats: +2 Str Changes resistances: +28% fire Changes damage: +14% fire Life regen: +0.40 Only die when reaching: -80.00 life Curse of Nightmares Rings can have magical properties. |
Around neck | Brodokan BrodokanInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +20 Defense: +20 (+5 eff.) Damage when hit (Melee): 8 arcane / 16 blight Changes stats: +20 Lck / +6 Con Changes damage: +12% arcane Critical mult.: +25.00% Physical save: +20 (+5 eff.) Spell save: +30 (+8 eff.) Life regen: +2.40 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +80.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
In main hand | wrathful pulsing mindstar of frost (Shrouds) (105% power, 62 apr, nature damage) wrathful pulsing mindstar of frost (Shrouds) (105% power, 62 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural frost should be returned to the wyrm. The set is complete. Power: 106% Range: 1.1x Uses stats: 126% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Armour: +20 Damage when hit (Melee): 15 ice Changes resistances: +12% cold Changes resistances penetration: +11% cold Changes damage: +9% cold Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +11% 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. |
Around waist | hardened leather belt 'Boridig' (Corpses) hardened leather belt 'Boridig' (Corpses) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +2 Wil Changes resistances: +7% lightning / +11% temporal / +9% light / +5% arcane / +6% acid Reduces incoming crit damage: 15.00% Spell save: +30 (+8 eff.) Curse of Corpses A belt that goes around your waist. |
In off hand | Yarogrim the pulsing mindstar (Corpses) (108% power, 62 apr, mind damage) Yarogrim the pulsing mindstar (Corpses) (108% power, 62 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. The set is complete. Power: 108% Range: 1.1x Uses stats: 126% Wil, 48% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Damage when hit (Melee): 6 lightning / 3 physical / 8 fire / 4 acid / 5 cold Changes resistances: +7% lightning / +6% physical / +4% blight / +6% fire / +6% cold / +6% acid Changes damage: +4% nature Grants telepathy: Dragon Critical mult.: +3.00% Mental save: +9 (+3 eff.) Blindness immunity: +40% Disease immunity: +17% Stun/Freeze immunity: +40% Life regen: +1.60 Maximum life: +21.00 Maximum hate: +2.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | wyrmwaxed elven-silk cloak of the guardian (Shrouds) (16 def, 8 armour) wyrmwaxed elven-silk cloak of the guardian (Shrouds) (16 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +16 (+4 eff.) Changes resistances: +8% acid / +9% fire / +39% lightning / +9% cold Physical save: +23 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +24 (+6 eff.) Stun/Freeze immunity: +50% 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 | Scorpionshaper (Nightmares) (19 def, 39 armour) Scorpionshaper (Nightmares) (19 def, 39 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +39 Armour Hardiness: +0% Defense: +19 (+5 eff.) Fatigue: +17% Effects on melee hit: * Slows global speed by 32% Damage when hit (Melee): 70 physical Changes stats: +6 Cun / +1 Wil Changes resistances: +6% nature Changes damage: +6% mind Mental save: +41 (+9 eff.) Life regen: +4.00 Maximum life: +84.00 Mental crit. chance: +2% Healing mod.: +30% Curse of Nightmares A suit of armour made of mail. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant (efficiency 123% / cooldown 56%) medical injector implant (efficiency 123% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 56%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 108% / cooldown 65%) medical injector implant (efficiency 108% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 80% / cooldown 87%) medical injector implant (efficiency 80% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 87%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 147% / cooldown 62%) medical injector implant (efficiency 147% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 62%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 206% / cooldown 69%) medical injector implant of the psychic (efficiency 206% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 202% / cooldown 50%) medical injector implant of the psychic (efficiency 202% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 202% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 174% / cooldown 87%) medical injector implant of the sneak (efficiency 174% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 189% / cooldown 87%) medical injector implant of the warrior (efficiency 189% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 13) steam generator implant of the psychic (steam 13)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.7 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 15) steam generator implant of the psychic (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 12) steam generator implant of the titan (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 174) healing infusion of the titan (heal 174)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 330 over 5 turns) regeneration infusion of the duelist (heal 330 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 643 over 5 turns) regeneration infusion of the sneak (heal 643 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 503 over 5 turns) regeneration infusion of the titan (heal 503 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 773 over 5 turns) regeneration infusion of the warrior (heal 773 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 773 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 5; power 47; turns 4; dispels darkness) sun infusion of the titan (rad 5; power 47; turns 4; dispels darkness)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 15%; cure physical) wild infusion (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 18%; cure magical) wild infusion of the psychic (resist 18%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 24%; cure mental) wild infusion of the warrior (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (735% speed; 5 turns) movement infusion of the warrior (735% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 15%; cure magical, physical, mental) Primal Infusion (affinity 15%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (+12 for 10 turns, die at -553) heroism infusion of the duelist (+12 for 10 turns, die at -553)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -553 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+18 for 7 turns, die at -787) heroism infusion of the psychic (+18 for 7 turns, die at -787)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 7 turns. While Heroism is active, you will only die when reaching -787 life. 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+17 for 8 turns, die at -546) heroism infusion of the sneak (+17 for 8 turns, die at -546)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -546 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+26 for 11 turns, die at -966) heroism infusion of the warrior (+26 for 11 turns, die at -966)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -966 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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 sneak (range 13; power 39; dur 5) phase door rune of the sneak (range 13; power 39; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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. |
shielding rune of the duelist (absorb 321 for 6 turns) shielding rune of the duelist (absorb 321 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 321 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 361 for 4 turns) shielding rune of the duelist (absorb 361 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 361 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 535 for 5 turns) shielding rune of the psychic (absorb 535 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 535 damage for 5 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. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 544 for 4 turns) shielding rune of the sneak (absorb 544 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 544 damage for 4 turns. 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 406 for 6 turns) shielding rune of the titan (absorb 406 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 6 turns. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
teleportation rune of the titan (range 83) teleportation rune of the titan (range 83)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 50) teleportation rune of the wizard (range 50)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (490.00 temporal damage, removed from time 4 turns) Rune of the Rift (490.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 490.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Eilinisekira the Undeathmonster Eilinisekira the UndeathmonsterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +3.0% Defense: +6 (+1 eff.) Changes stats: +6 Lck / +4 Dex Changes damage: +6% nature Stamina each turn: +0.40 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +22% Disease immunity: +21% Amulets can have magical properties. |
starlit copper amulet of strength (+2) starlit copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
Ce'Nynn the steel amulet Ce'Nynn the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -9% Changes stats: +6 Dex / +2 Mag / +4 Cun / +5 Con Changes resistances: +11% mind Critical mult.: +5.00% Confusion immunity: +23% Life regen: +0.50 Stamina each turn: +0.50 Spellpower: +4 (+4 eff.) Movement speed: +10% Amulets can have magical properties. |
Gunegohir GunegohirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +5 Wil / +4 Cun / +2 Con Changes resistances: +6% temporal Changes resistances cap: +3% all Reduces incoming crit damage: 10.00% Physical save: +13 (+3 eff.) Amulets can have magical properties. |
Oozequick the steel amulet Oozequick the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% temporal Changes damage: +6% nature / +6% physical Mental save: +9 (+3 eff.) Disease immunity: +10% Cut immunity: +10% Silence immunity: +25% Confusion immunity: +5% Combat speed: +10% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+5 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
restful steel amulet of teleportation restful steel amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Teleport immunity: +50% Life regen: +1.40 It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
starseer's steel amulet of magic (+6) starseer's steel amulet of magic (+6)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +4% darkness / +5% temporal / +5% light / +5% physical Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
steel amulet 'Nerulaith' steel amulet 'Nerulaith'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +2 Dex / +2 Con Changes damage: +15% physical Cut immunity: +50% Maximum life: +30.00 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 308 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 176 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet of mastery (0.22 Cursed / Fears) gold amulet of mastery (0.22 Cursed / Fears)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.22 Cursed / Fears Amulets can have magical properties. |
Hellshue HellshueInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +14 (+3 eff.) Damage when hit (Melee): 12 arcane / 12 fire Changes stats: +1 Str / +14 Lck / +1 Con Changes resistances: +5% arcane / +44% temporal Pinning immunity: +51% Knockback immunity: +65% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Isiyavea the stralite amulet Isiyavea the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 9 light / 10 darkness Effects when hit in melee: * 11% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid Changes stats: +6 Mag Changes resistances: +3% acid / +12% temporal Changes damage: +10% light / +12% darkness Life regen: +1.70 Amulets can have magical properties. |
Radianceprophet RadianceprophetInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 12 acid Changes stats: +9 Wil Changes resistances: +15% light Changes resistances penetration: +20% acid Changes damage: +15% light Amulets can have magical properties. |
voratun amulet 'Dagarim' voratun amulet 'Dagarim'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +16 Lck Changes resistances: +15% mind Changes damage: +12% acid Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
voratun amulet 'Lavashine' voratun amulet 'Lavashine'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +9% fire / +30% mind / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +24% fire Confusion immunity: +43% Amulets can have magical properties. |
Glabressra the copper ring (Corpses) Glabressra the copper ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +4 (+0 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stamina each turn: +0.60 Maximum life: +30.00 Maximum stamina: +15.00 Curse of Corpses Rings can have magical properties. |
copper ring 'Shockobeisance' (Corpses) copper ring 'Shockobeisance' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -4% Changes stats: +5 Str / +3 Dex / +10 Mag / +4 Cun / +5 Con Changes resistances penetration: +20% lightning Infravision radius: +3 See invisible: +15 Curse of Corpses Rings can have magical properties. |
copper ring 'Ulfugondur' (Corpses) copper ring 'Ulfugondur' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% mind Changes damage: +6% arcane Stun/Freeze immunity: +26% Life regen: +1.20 Maximum hate: +6.00 Curse of Corpses Rings can have magical properties. |
psionicist's copper ring of perseverance (Madness) psionicist's copper ring of perseverance (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Curse of Madness Rings can have magical properties. |
sneakthief's copper ring (Nightmares) sneakthief's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +4 Cun / +5 Dex Curse of Nightmares Rings can have magical properties. |
Bogarc (Madness) Bogarc (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% temporal / +12% darkness / +8% blight / +6% fire / +24% nature / +9% light Spell save: +10 (+3 eff.) Poison immunity: +14% Disease immunity: +17% Curse of Madness Rings can have magical properties. |
Isloldalaith (Misfortune) Isloldalaith (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +24% acid / +6% mind / +3% light / +9% blight Changes damage: +12% acid Knockback immunity: +15% Curse of Misfortune Rings can have magical properties. |
Tarruyarim (Nightmares) Tarruyarim (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Wil Changes resistances: +15% lightning Changes resistances penetration: +15% mind Mental save: +8 (+2 eff.) Disease immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings can have magical properties. |
Velegalaith the Blazeparry (Shrouds) Velegalaith the Blazeparry (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +9% mind / +12% light Changes resistances penetration: +20% mind Changes damage: +9% mind / +6% all Spellpower: +11 (+9 eff.) Mindpower: +9 (+2 eff.) Light radius: +2 Curse of Shrouds Rings can have magical properties. |
Wheel of Fate (Nightmares) Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Betylle' (Corpses) steel ring 'Betylle' (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +4 Effects on melee hit: * 18% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 27 light Changes stats: +7 Str Critical mult.: +6.00% Physical save: +9 (+2 eff.) Maximum life: +40.00 Curse of Corpses Rings can have magical properties. |
steel ring of darkness (+24%) (Shrouds) steel ring of darkness (+24%) (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Curse of Shrouds Rings can have magical properties. |
steel ring of nature (+22%) (Shrouds) steel ring of nature (+22%) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Curse of Shrouds Rings can have magical properties. |
wizard's steel ring (Shrouds) wizard's steel ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
Balancebreak the gold ring (Misfortune) Balancebreak the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Damage when hit (Melee): 20 nature Changes stats: +7 Str / +10 Wil Changes resistances penetration: +20% arcane Curse of Misfortune Rings can have magical properties. |
Bregyneg (Misfortune) Bregyneg (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% acid / +20% blight Changes resistances penetration: +25% blight Changes damage: +18% blight Stun/Freeze immunity: +31% Life regen: +2.40 Curse of Misfortune Rings can have magical properties. |
The Black Ring (Nightmares) The Black Ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Nightmares "An innocuous bauble. Until you look through the hole." |
gold ring 'Prismcrypt' (Nightmares) gold ring 'Prismcrypt' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +26% fire Changes resistances penetration: +10% light Changes damage: +12% light / +13% fire Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings can have magical properties. |
gold ring 'Relgylathadur' (Shrouds) gold ring 'Relgylathadur' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +20% blight / +26% fire Changes damage: +13% fire Blindness immunity: +10% Disease immunity: +5% Disarm immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Rings can have magical properties. |
gold ring 'Sootravage' (Nightmares) gold ring 'Sootravage' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +18% light Changes resistances penetration: +15% darkness Changes damage: +12% darkness Physical save: +12 (+3 eff.) Mental save: +6 (+2 eff.) Cut immunity: +10% Disarm immunity: +32% Confusion immunity: +15% Pinning immunity: +34% Knockback immunity: +38% Maximum life: +38.00 Curse of Nightmares Rings can have magical properties. |
gold ring (Nightmares) gold ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Nightmares Rings can have magical properties. |
Starfame the stralite ring (Shrouds) Starfame the stralite ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 16 bleed Damage when hit (Melee): 20 light Changes stats: +5 Cun Changes resistances: +9% light Changes resistances penetration: +10% arcane / +20% light Changes damage: +6% blight Hate when firing a critical mind attack: +3.00 Maximum mana: +40.00 Maximum hate: +13.00 Spellpower: +8 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Ulirechik the voratun ring (Misfortune) Ulirechik the voratun ring (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +14 Defense: +12 (+3 eff.) Changes stats: +7 Cun / +8 Dex Changes resistances: +2% physical Changes resistances penetration: +15% blight Blindness immunity: +5% Silence immunity: +10% Disarm immunity: +31% Pinning immunity: +30% Knockback immunity: +35% Maximum life: +25.00 Spellpower: +6 (+6 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Willowsquall the voratun ring (Misfortune) Willowsquall the voratun ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con / +15 Wil Changes resistances: +20% nature Changes damage: +12% nature / +6% mind Mental save: +20 (+5 eff.) Curse of Misfortune Rings can have magical properties. |
Staff of Arcane Supremacy (Corpses) (120% power, 4 apr, physical element) Staff of Arcane Supremacy (Corpses) (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+13 eff.) Curse of Corpses It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Stormfront (Madness) (120% power, 2 apr) Stormfront (Madness) (120% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Mardahor the Flashthorn (Nightmares) (153% power, 3 apr) Mardahor the Flashthorn (Nightmares) (153% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 19% chance to inflict 15% damage reduction * 16% chance to disease * 40% chance to daze at end of turn * 20% chance to curse the target Damage (Melee): +16 lightning / +14 blight Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +14 Changes resistances penetration: +16% physical Changes damage: +14% physical Curse of Nightmares Massive two-handed battleaxes. |
Flashserpent the voratun battleaxe (Corpses) (170% power, 4 apr) Flashserpent the voratun battleaxe (Corpses) (170% power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +4 temporal When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% light Changes damage: +15% temporal Curse of Corpses Massive two-handed battleaxes. |
Golden Three-Edged Sword 'The Truth' (Misfortune) (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (Misfortune) (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stats: 40% Wil, 129% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Githra (Corpses) (164% power, 16 apr) Githra (Corpses) (164% power, 16 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 164% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +16 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +51% Burst (radius 1) on hit: +19 fire When wielded/worn: Physical crit. chance: +13.0% Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +9% darkness Cut immunity: +5% Silence immunity: +5% Disarm immunity: +20% Curse of Corpses Massive two-handed swords. |
Yvolramira the voratun greatsword (Madness) (175% power, 4 apr) Yvolramira the voratun greatsword (Madness) (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease * 20% chance to torment the target Damage (Melee): +26 blight When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +20 Changes stats: +4 Dex / +3 Mag / +4 Cun Changes resistances penetration: +21% physical / +16% mind / +14% darkness Grants telepathy: Dragon Disease immunity: +48% See invisible: +9 Curse of Madness Massive two-handed swords. |
Acera (Corpses) (140% power, 4 apr) Acera (Corpses) (140% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% Curse of Corpses It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 17 acid damage in a 4 radius ball. This damage will increase by 10% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Sword of Potential Futures (Misfortune) (133% power, 10 apr) Sword of Potential Futures (Misfortune) (133% power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 40% Wil, 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Misfortune Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Bogbender (Nightmares) (158% power, 5 apr) Bogbender (Nightmares) (158% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 159% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Nature Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 insidious poison When wielded/worn: Armour: +2 Changes resistances: +3% nature / +6% light / +6% darkness Disarm immunity: +5% Confusion immunity: +15% Curse of Nightmares Sharp, long, and deadly. |
Neruna the Gloomdash (Nightmares) (153% power, 6 apr) Neruna the Gloomdash (Nightmares) (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Damage (Melee): +19 light / +8 darkness Damage against: +30% Undead When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes stats: +12 Dex / +3 Con Changes resistances: +3% blight Changes resistances penetration: +10% temporal Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.08 Curse of Nightmares Sharp, long, and deadly. |
Nature's Vengeance (Nightmares) (150% power, 4 apr) Nature's Vengeance (Nightmares) (150% power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 150% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) Curse of Nightmares It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Islata (Misfortune) (161% power, 5 apr) Islata (Misfortune) (161% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 162% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 5% chance to disease Damage (Melee): +9 blight When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Changes stats: +5 Cun Critical mult.: +11.00% Mental save: +6 (+2 eff.) Disease immunity: +17% Light radius: +1 Infravision radius: +1 Curse of Misfortune Blunt and deadly. |
voratun mace 'Hathekath' (Nightmares) (158% power, 6 apr) voratun mace 'Hathekath' (Nightmares) (158% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 nature / +12 temporal Burst (radius 2) on crit: +13 ice When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Armour: +8 Changes resistances penetration: +13% physical / +6% cold Changes damage: +6% arcane Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Spell crit. chance: +3% Curse of Nightmares Blunt and deadly. |
Armatar the voratun waraxe (Nightmares) (161% power, 6 apr) Armatar the voratun waraxe (Nightmares) (161% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 161% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +13 ice When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Armour: +19 Changes resistances: +9% temporal Changes resistances penetration: +13% physical / +11% cold Spell save: +10 (+3 eff.) Blindness immunity: +15% Cut immunity: +5% Curse of Nightmares One-handed war axes. |
Xutta the Deepspeal (Corpses) (148% power, 6 apr) Xutta the Deepspeal (Corpses) (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Burst (radius 2) on crit: +27 ice When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Armour: +12 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% temporal Changes resistances penetration: +11% physical / +11% cold Stun/Freeze immunity: +20% Knockback immunity: +5% Curse of Corpses One-handed war axes. |
Zeriyathad the voratun waraxe (Misfortune) (147% power, 6 apr) Zeriyathad the voratun waraxe (Misfortune) (147% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +24 (+7 eff.) Armour penetration: +12 Physical power: +11 (+2 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +5 Con Changes resistances: +9% acid Changes resistances penetration: +22% physical Disarm immunity: +54% Curse of Misfortune One-handed war axes. |
Shantiz the Stormblade (Nightmares) (111% power, 20 apr) Shantiz the Stormblade (Nightmares) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 40% Wil, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
Star (Nightmares) (129% power, 20 apr) Star (Nightmares) (129% power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Curse of Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (Misfortune) (129% power, 20 apr) Swordbreaker (Misfortune) (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Misfortune 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. |
Serpent's Glare (Corpses) (91% power, 15 apr, nature damage) Serpent's Glare (Corpses) (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 320.40 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Lelohor the vined mindstar (Misfortune) (85% power, 18 apr, nature damage) Lelohor the vined mindstar (Misfortune) (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 85% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 acid Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Changes resistances: +12% acid Changes damage: +12% mind Mindpower: +7 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Dazzleream' (Shrouds) (87% power, 18 apr, mind damage) vined mindstar 'Dazzleream' (Shrouds) (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 87% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +8% darkness / +10% light / +9% mind Changes damage: +9% blight / +11% mind / +12% darkness Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +7% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +20% 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. |
vined mindstar of venom (Corpses) (85% power, 18 apr, nature damage) vined mindstar of venom (Corpses) (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 85% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +7% acid Changes resistances penetration: +8% acid Changes damage: +7% acid Life regen: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bregudor the Boltgrit (Corpses) (97% power, 24 apr, mind damage) Bregudor the Boltgrit (Corpses) (97% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +7% darkness / +6% lightning Changes resistances penetration: +11% darkness Changes damage: +7% darkness / +24% lightning Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +14% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (Shrouds) (100% power, 24 apr, lightning damage) Charged Focus (Shrouds) (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Curse of Shrouds Electrical energies are focussed in the core of this mindstar. |
Ebonybloom (Madness) (97% power, 24 apr, nature damage) Ebonybloom (Madness) (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 blight / +24 darkness / +0 20% chance of physical repulsion When wielded/worn: Damage when hit (Melee): 4 mind / 5 darkness Changes resistances: +12% darkness Changes resistances penetration: +15% blight Changes damage: +5% mind / +6% darkness Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful thorny mindstar (Nightmares) (96% power, 24 apr, nature damage) hateful thorny mindstar (Nightmares) (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 96% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% mind / +7% darkness Changes damage: +11% mind / +11% darkness Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of sand (Nightmares) (93% power, 24 apr, mind damage) thorny mindstar of sand (Nightmares) (93% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 93% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +8% physical Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 24 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
pulsing mindstar of flames (Madness) (105% power, 32 apr, mind damage) pulsing mindstar of flames (Madness) (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 106% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +12% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's pulsing mindstar of life (Misfortune) (107% power, 32 apr, nature damage) wyrm's pulsing mindstar of life (Misfortune) (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 107% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning / 7 physical / 9 cold / 9 acid / 6 fire Changes resistances: +7% lightning / +8% physical / +7% fire / +4% cold / +6% acid Life regen: +1.50 Maximum life: +42.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (Corpses) (127% power, 40 apr, dreamforge damage) Core of the Forge (Corpses) (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Curse of Corpses It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 49.52 mind damage, 48.35 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.42 mind and 4.31 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Drastir the Glitterreek (Corpses) (114% power, 40 apr, nature damage) Drastir the Glitterreek (Corpses) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 42% chance to blind Burst (radius 2) on crit: +8 light When wielded/worn: Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 12 light / 10 mind / 10 darkness Changes resistances: +24% mind Changes resistances penetration: +15% arcane Changes damage: +7% mind / +9% darkness Mental save: +10 (+3 eff.) Life regen: +1.70 Maximum life: +50.00 Maximum psi: +26.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Firenight the living mindstar (Corpses) (112% power, 40 apr, nature damage) Firenight the living mindstar (Corpses) (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid / +4 fire Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +10% acid / +15% fire Life regen: +1.00 Maximum life: +37.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of life (Shrouds) (115% power, 40 apr, mind damage) creative living mindstar of life (Shrouds) (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +13.00% Life regen: +0.90 Maximum life: +24.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's living mindstar (Corpses) (117% power, 40 apr, mind damage) dreamer's living mindstar (Corpses) (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 117% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +14% mind Mental save: +3 (+1 eff.) Maximum psi: +27.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hungering living mindstar of frost (Shrouds) (112% power, 40 apr, mind damage) hungering living mindstar of frost (Shrouds) (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 12 ice Changes resistances: +15% cold Changes resistances penetration: +10% cold Changes damage: +13% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +1.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to inflict 219.71 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of flames (Misfortune) (112% power, 40 apr, mind damage) living mindstar of flames (Misfortune) (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +14% fire Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic living mindstar of frost (Shrouds) (111% power, 40 apr, nature damage) parasitic living mindstar of frost (Shrouds) (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power: 111% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 15 ice Changes resistances: +12% cold Changes resistances penetration: +14% cold Changes damage: +15% cold Hate when firing a critical mind attack: +5.00 Maximum hate: +24.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +16% Life leech: +17% 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. |
parasitic living mindstar of venom (Misfortune) (111% power, 40 apr, nature damage) parasitic living mindstar of venom (Misfortune) (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power: 111% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 acid Changes resistances: +13% acid Changes resistances penetration: +11% acid Changes damage: +9% acid Life regen: +0.90 Hate when firing a critical mind attack: +4.00 Maximum hate: +9.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +12% Life leech: +25% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar of flames (Misfortune) (116% power, 40 apr, nature damage) wrathful living mindstar of flames (Misfortune) (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This psionic mindstar is wrathful to the hated. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +14% fire Changes resistances penetration: +17% fire Changes damage: +13% fire Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Global speed: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's living mindstar (Shrouds) (116% power, 40 apr, nature damage) wyrm's living mindstar (Shrouds) (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning / 9 physical / 4 cold / 4 acid / 8 fire Changes resistances: +8% lightning / +8% physical / +7% fire / +10% cold / +6% acid Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hezor (Misfortune) Hezor (Misfortune)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 2) on crit: +2 temporal When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +26% physical Changes damage: +24% physical Curse of Misfortune Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow (Nightmares) keeper's dragonbone longbow (Nightmares)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +15% physical / +11% temporal Changes damage: +17% physical / +20% temporal Talent cooldown: Arrow Stitching (-1 turn) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Prismkiller the cured leather sling (Misfortune) Prismkiller the cured leather sling (Misfortune)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +9 fire Burst (radius 2) on crit: +2 mind When wielded/worn: Physical power: +7 (+1 eff.) Ammo reloads per turn: +1 Changes stats: +2 Str / +3 Mag Changes resistances: +6% light Changes resistances penetration: +6% temporal / +7% physical Changes damage: +6% temporal / +5% physical / +9% mind / +10% fire Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Ichorschism' (Shrouds) cured leather sling 'Ichorschism' (Shrouds)Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 20% * 40% chance to cause random gloom Damage (Ranged): +7 cold Burst (radius 1) on hit: +6 mind When wielded/worn: Armour: +7 Changes resistances: +6% mind Changes resistances penetration: +10% nature / +7% cold Changes damage: +6% mind Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling (Corpses) Hare-Skin Sling (Corpses)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Noonwind (Misfortune) Noonwind (Misfortune)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +2 light / +4 blight Burst (radius 2) on crit: +12 blight / +2 light When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +16% physical Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
Glimmeroblivion (Corpses) Glimmeroblivion (Corpses)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +14 lightning When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +3% light Changes resistances penetration: +19% physical Changes damage: +11% lightning / +14% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Damage Shield penetration: +38% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Eclipsestinger of the Blightspawn (Madness) Eclipsestinger of the Blightspawn (Madness)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Lightning Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * Slows global speed by 40% When wielded/worn: Changes stats: -19 Mag / +1 Wil / +25 Cun Changes resistances penetration: +20% physical Changes damage: +9% lightning Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Tarradekan the drakeskin leather sling (Nightmares) Tarradekan the drakeskin leather sling (Nightmares)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +16 fire When wielded/worn: Changes stats: +2 Dex / +3 Mag / +3 Wil Changes damage: +18% fire Stamina each turn: +0.40 Maximum stamina: +30.00 Light radius: +3 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Golden Gun (Madness) Golden Gun (Madness)Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +0.0% Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * every third hit always crits. Travel speed: +600% Attacks use: 2.0 Steam Curse of Madness A gun sure to turn all to ash. As long as its nearby. |
Quiver of the Sun (25/25, 142% power, 15 apr) Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Deflector (Corpses) (22 def, 11 armour, 230 block) Deflector (Corpses) (22 def, 11 armour, 230 block)Requires: - Strength 38 - Talent Heavy Armour Training (level 2) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Defense: +22 (+5 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+5 eff.) Knocks melee attackers away. Distance scales with damage incoming. Curse of Corpses The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Sanguine Shield (Corpses) (14 def, 4 armour, 220 block) Sanguine Shield (Corpses) (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+3 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Corpses Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (Corpses) (5 def, 20 armour, 150 block) Shieldsmaiden (Corpses) (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Curse of Corpses Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Temporal Rift (Misfortune) (8 def, 4 armour, 325 block) Temporal Rift (Misfortune) (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+9 eff.) Slows Projectiles: +50% Curse of Misfortune Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Rags of the Sanctuary of lightning (+18%) (Misfortune) (0 def, 0 armour) Rags of the Sanctuary of lightning (+18%) (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% lightning Changes damage: +12% lightning Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (Misfortune) (12 def, 8 armour) Robe of Force (Misfortune) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune It can be used to send out a range 5 beam of kinetic energy, dealing 65.11 to 81.39 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (Shrouds) (0 def, 0 armour) Vestments of the Conclave (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% Curse of Shrouds An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Firewalker (Shrouds) (8 def, 2 armour) Firewalker (Shrouds) (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire Curse of Shrouds This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Temporal Augmentation Robe - Designed In-Style (Shrouds) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Shrouds) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+15 eff.) Curse of Shrouds It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Worm Nest (Madness) (0 def, 0 armour) Worm Nest (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+11 eff.) Spell crit. chance: +8% Movement speed: +32% Curse of Madness It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Crimson Robe (Corpses) (12 def, 0 armour) Crimson Robe (Corpses) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Corpses This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Nature's Blessing (Shrouds) (8 def, 6 armour) Nature's Blessing (Shrouds) (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+5 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Shrouds Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Medical Urgency Vest (Corpses) (6 def, 7 armour) Medical Urgency Vest (Corpses) (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) Curse of Corpses This light leather armour features a special medical injector. |
Rogue Plight (Misfortune) (6 def, 7 armour) Rogue Plight (Misfortune) (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Misfortune No rogue blades shall incapacitate the wearer of this armour. |
Masochism (Nightmares) (0 def, 0 armour) Masochism (Nightmares) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+8 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Nightmares It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 71.46 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. |
Umbrastrider of the Blightspawn (Madness) (5 def, 19 armour) Umbrastrider of the Blightspawn (Madness) (5 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: -12 Mag / +12 Wil Changes resistances: +6% darkness / +3% physical / +3% light / +20% fire Physical save: +10 (+3 eff.) Blindness immunity: +15% Confusion immunity: +15% Life regen: +3.10 Maximum life: +99.00 Healing mod.: +28% Curse of Madness A suit of armour made of mail. |
Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)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 Misfortune A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Brenykan (Shrouds) Brenykan (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +2 Wil Critical mult.: +8.00% Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Curse of Shrouds A belt that goes around your waist. |
Dourdredge the hardened leather belt (Shrouds) Dourdredge the hardened leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 12 darkness / 8 mind Changes resistances penetration: +15% darkness Changes damage: +15% darkness Spell save: +10 (+3 eff.) Mental save: +30 (+7 eff.) Psi when hit: +0.08 Maximum psi: +30.00 Mental crit. chance: +2% Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Sootwrither of the Blightspawn (Corpses) Sootwrither of the Blightspawn (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +7 Cun / -7 Str Changes resistances: +9% fire Changes damage: +21% blight / +6% fire Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +75.00 Maximum mana: +56.00 Maximum stamina: +43.00 Maximum hate: +16.00 Maximum psi: +28.00 Maximum vim: +26.00 Maximum pos.energy: +32.00 Maximum neg.energy: +32.00 Spellpower: +7 (+7 eff.) Size category: +1 Reduces paradox anomalies(equivalent to willpower): +15 Curse of Corpses A belt that goes around your waist. |
hardened leather belt 'Xadheba' (Corpses) hardened leather belt 'Xadheba' (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +3 Str / +3 Dex Changes resistances penetration: +25% physical Physical save: +7 (+2 eff.) Life regen: +0.60 Mindpower: +5 (+1 eff.) Healing mod.: +25% Curse of Corpses A belt that goes around your waist. |
Methel the drakeskin leather belt (Shrouds) Methel the drakeskin leather belt (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Con Changes resistances: +2% physical Changes resistances penetration: +25% physical Maximum life: +69.00 Maximum stamina: +15.00 Curse of Shrouds A belt that goes around your waist. |
Umbrawhisper of the Blightspawn (Madness) Umbrawhisper of the Blightspawn (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Effects when hit in melee: * 25% chance to disease * 24% chance to inflict 15% damage reduction Changes stats: +1 Dex Changes resistances: +6% lightning / +15% fire / +6% darkness / +12% cold Reduces incoming crit damage: 15.00% Spell save: +14 (+4 eff.) Maximum life: +56.00 Size category: +1 Curse of Madness A belt that goes around your waist. |
Haludas the linen cloak (Shrouds) (1 def, 0 armour) Haludas the linen cloak (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% Changes stats: +2 Cun / +1 Dex Changes resistances: +6% temporal Changes resistances penetration: +5% acid / +5% temporal 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. |
Yvymira (Corpses) (1 def, 6 armour) Yvymira (Corpses) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 16 mind Changes stats: +1 Mag / +2 Cun / +4 Con Changes resistances: +11% cold Infravision radius: +1 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Singeraptor (Nightmares) (2 def, 8 armour) Singeraptor (Nightmares) (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +18% acid / +21% fire / +19% cold Changes damage: +9% acid Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunwisp the cashmere cloak (Madness) (12 def, 0 armour) Sunwisp the cashmere cloak (Madness) (12 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Fatigue: -4% Changes stats: +2 Str / +2 Mag / +4 Wil / +8 Cun Changes resistances: +7% acid / +7% fire / +7% lightning / +5% cold Changes resistances penetration: +15% fire Physical save: +8 (+2 eff.) Mental crit. chance: +6% Infravision radius: +1 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Darkusher' (Shrouds) (10 def, 6 armour) cashmere cloak 'Darkusher' (Shrouds) (10 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes stats: +2 Cun / +2 Con Changes resistances: +12% darkness / +0% lightning Changes damage: +15% darkness Physical save: +15 (+4 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+4 eff.) Stun/Freeze immunity: +0% Infravision radius: +2 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. |
cashmere cloak 'Ivelrawyn' (Nightmares) (11 def, 0 armour) cashmere cloak 'Ivelrawyn' (Nightmares) (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Cun / +4 Wil Changes resistances: +12% nature / +13% blight Changes resistances penetration: +15% physical Life regen: +1.90 Only die when reaching: -60.00 life Mental crit. chance: +9% Healing mod.: +18% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glida the Serpentfiend (Misfortune) (3 def, 0 armour) Glida the Serpentfiend (Misfortune) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +3 Cun / +2 Dex Changes resistances: +6% blight / +6% temporal / +9% nature Critical mult.: +10.00% Stealth bonus: +12 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. |
Taintrot the pair of rough leather boots (Nightmares) (0 def, 1 armour) Taintrot the pair of rough leather boots (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +10% nature / +20% mind Changes damage: +15% nature Stealth bonus: +6 Mental save: +3 (+1 eff.) Mindpower: +2 (+1 eff.) Curse of Nightmares A pair of boots made of leather. |
pair of rough leather boots 'Torodig' (Shrouds) (3 def, 6 armour) pair of rough leather boots 'Torodig' (Shrouds) (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +5 Str Physical save: +6 (+2 eff.) Confusion immunity: +15% Stun/Freeze immunity: +10% Infravision radius: +2 Curse of Shrouds A pair of boots made of leather. |
Pitchknight (Corpses) (0 def, 3 armour) Pitchknight (Corpses) (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +9 Lck / +5 Dex Changes resistances penetration: +15% darkness Changes damage: +12% darkness Stealth bonus: +6 Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +3.20 Light radius: +1 Healing mod.: +16% Curse of Corpses A pair of boots made of leather. |
Polelle (Misfortune) (0 def, 3 armour) Polelle (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +3 Str / +4 Dex / +6 Con / +10 Lck Changes resistances: +3% blight / +2% physical Stealth bonus: +8 Maximum encumbrance: +37 Physical save: +6 (+2 eff.) Maximum life: +10.00 Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Shoes of Moving Quickly (Misfortune) (10 def, 12 armour) Shoes of Moving Quickly (Misfortune) (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Curse of Misfortune Accurately? Less so. |
Darksorrow of the Blightspawn (Madness) (0 def, 5 armour) Darksorrow of the Blightspawn (Madness) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: -14 Str / +1 Mag / +14 Wil / +4 Cun / +3 Con Critical mult.: +5.00% Maximum encumbrance: +34 Physical save: +43 (+10 eff.) Spell save: +9 (+2 eff.) Mental save: +26 (+6 eff.) Spellpower: +10 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A pair of boots made of leather. |
Earondil (Madness) (0 def, 5 armour) Earondil (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +9 Cun / +4 Con / +5 Lck Changes resistances: +9% acid / +9% fire Stealth bonus: +11 Physical save: +14 (+4 eff.) Spell save: +23 (+6 eff.) Mental save: +15 (+4 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of iron boots 'Areharadir' (Misfortune) (11 def, 3 armour) pair of iron boots 'Areharadir' (Misfortune) (11 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+3 eff.) Fatigue: +2% Changes resistances: +9% fire / +9% light / +6% temporal Physical save: +0 (+0 eff.) Spell save: +12 (+3 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (Shrouds) (1 def, 4 armour) Frost Treads (Shrouds) (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Dazzleumbra (Shrouds) (0 def, 4 armour) Dazzleumbra (Shrouds) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 light Changes stats: +4 Str / +5 Con Changes resistances: +18% light Changes damage: +7% physical / +3% arcane / +12% light Size category: +1 Curse of Shrouds It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Xerimira' (Madness) (0 def, 10 armour) pair of dwarven-steel boots 'Xerimira' (Madness) (0 def, 10 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +10 Fatigue: +3% Changes stats: +4 Cun / +7 Mag Changes resistances: +3% mind Changes damage: +6% acid / +5% blight Disease immunity: +26% Spellpower: +4 (+4 eff.) Infravision radius: +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgavor the Umbravengeance (Shrouds) (0 def, 1 armour) Relgavor the Umbravengeance (Shrouds) (0 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str / +1 Dex / +3 Wil / +4 Con Changes resistances: +6% blight Changes damage: +6% darkness Spell save: +10 (+3 eff.) Disarm immunity: +0% See invisible: +9 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Smoldermortal the iron gauntlets (Madness) (0 def, 1 armour) Smoldermortal the iron gauntlets (Madness) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 12 mind / 12 darkness Damage when hit (Melee): 16 darkness Changes resistances: +12% fire Changes resistances penetration: +10% darkness Changes damage: +3% fire Mental save: -15 (-3 eff.) Disarm immunity: +0% Mindpower: +4 (+1 eff.) Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Metal gloves protecting the hands up to the middle of the lower arm. |
Assassin's Surprise (Shrouds) (0 def, 4 armour) Assassin's Surprise (Shrouds) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Activating this item is instant. Curse of Shrouds It can be used to fire a poisonous bolt out to range 6 that deals 24 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 72 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Spellhunt Remnants (Shrouds) (2 def, 3 armour) Spellhunt Remnants (Shrouds) (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Brightwrack (Corpses) (0 def, 2 armour) Brightwrack (Corpses) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to blind Damage (Melee): 5 darkness Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +8% darkness / +6% acid Changes damage: +5% darkness / +3% light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +29% Life regen: +2.00 Stamina each turn: +1.00 Maximum stamina: +20.00 Light radius: +2 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Darksweeper of the Blightspawn (Madness) (0 def, 2 armour) Darksweeper of the Blightspawn (Madness) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 11 acid / 10 cold Effects when hit in melee: * 22% chance to disease * 22% chance to inflict 15% damage reduction Changes resistances: +8% acid / +8% cold / +18% blight Changes damage: +5% acid / +6% cold Life regen: +3.20 Stamina each turn: +0.80 Psi each turn: +0.23 Psi when hit: +0.12 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (Corpses) (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (Corpses) (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Curse of Corpses Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
dwarven-steel gauntlets 'Strikequake' (Madness) (0 def, 2 armour) dwarven-steel gauntlets 'Strikequake' (Madness) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 arcane Changes stats: +8 Dex / +12 Mag / +11 Wil Changes resistances: +6% arcane / +9% lightning Light radius: +3 Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Eastern Wood Hat (Nightmares) (15 def, 0 armour) Eastern Wood Hat (Nightmares) (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% Curse of Nightmares This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Arthyruirin (Shrouds) (2 def, 0 armour) Arthyruirin (Shrouds) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 blight Changes stats: +2 Cun Changes resistances: +13% blight / +18% light Changes damage: +13% blight / +3% temporal / +12% light Mental save: +9 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A pointy cloth hat, very wizardly... |
Chargenigh the drakeskin leather cap (Misfortune) (7 def, 10 armour) Chargenigh the drakeskin leather cap (Misfortune) (7 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +8 Dex Changes resistances: +11% lightning / +12% temporal / +23% darkness / +5% all Changes resistances penetration: +20% lightning Critical mult.: +5.00% Physical save: +12 (+3 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +5 Curse of Misfortune A cap made of leather. |
Ravenschism of the Blightspawn (Shrouds) (10 def, 5 armour) Ravenschism of the Blightspawn (Shrouds) (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 31% chance to disease * 16% chance to gain 10% of a turn (3/turn limit) * 31% chance to inflict 15% damage reduction Changes stats: +9 Cun / +5 Dex Changes resistances: +12% lightning / +6% fire / +3% blight / +8% cold Changes damage: +12% lightning Curse of Shrouds A hat made of leather. Very stylish. |
Shadekiss of the Blightspawn (Corpses) (0 def, 5 armour) Shadekiss of the Blightspawn (Corpses) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 45% chance to disease * 34% chance to inflict 15% damage reduction Changes stats: +9 Str / +8 Dex Changes resistances: +13% lightning / +15% temporal / +9% light Changes resistances penetration: +15% nature Changes damage: +9% nature / +9% light Physical save: +25 (+6 eff.) Curse of Corpses A hat made of leather. Very stylish. |
Quasit's Skull (Madness) (0 def, 12 armour) Quasit's Skull (Madness) (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Curse of Madness Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Crown of Command (Shrouds) (3 def, 6 armour) Crown of Command (Shrouds) (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Yaldan Baoth (Nightmares) (0 def, 6 armour) Yaldan Baoth (Nightmares) (0 def, 6 armour)Requires: - Talent Heavy 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 Nightmares 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. |
Bokohor the voratun helm (Nightmares) (0 def, 5 armour) Bokohor the voratun helm (Nightmares) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +5 Dex / +7 Mag / +10 Wil / +3 Cun Changes resistances: +9% physical / +23% cold Allows you to breathe in: water Physical save: +10 (+3 eff.) Spell crit. chance: +3% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steam Powered Helm (Corpses) (3 def, 12 armour) Steam Powered Helm (Corpses) (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Curse of Corpses A Helmet. But with steam power! |
mindcaging voratun helm of the depths (Shrouds) (0 def, 5 armour) mindcaging voratun helm of the depths (Shrouds) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +22% mind / +10% cold Allows you to breathe in: water Mental save: +20 (+5 eff.) Silence immunity: +0% Confusion immunity: +29% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
19 onyx 19 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
23 lapis lazuli 23 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald 18 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
25 garnet 25 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 quartz 14 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2019 Little Gems 2019 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere, costing 1 power out of 2019/2019. A set of 2019 tiny explosive spheres. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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 Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
1074 alchemist agate 1074 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Lisykira the brass lantern Lisykira the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +4 Changes stats: +8 Str / +2 Dex / +4 Wil Critical mult.: +11.00% Maximum stamina: +25.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Xalaith the Loamream Xalaith the LoamreamInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +4 Wil Changes resistances: +15% nature Changes resistances penetration: +20% arcane / +10% nature Changes damage: +7% mind / +9% nature Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Dairubers the Shinesmasher Dairubers the ShinesmasherInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Wil Changes resistances: +3% light Changes resistances penetration: +9% all Critical mult.: +13.00% Mental save: +8 (+2 eff.) Light radius: +7 See stealth: +11 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused 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% It can be used to call light (139 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
simple pain suppressor salve [power 152] simple pain suppressor salve [power 152]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -152 life and reduces all damage by 12% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful frost salve [power 21] powerful frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 292] powerful healing salve [power 292]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 50% cooldown modifier. It can be used to heal 292, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 21] powerful water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great fiery salve [power 25] great fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 28] amazing frost salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 404] amazing healing salve [power 404]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 132% efficiency and 50% cooldown modifier. It can be used to heal 404, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Bethyrildatira (dig speed 24 turns) Bethyrildatira (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +9 Wil / +3 Con Light radius: +2 Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glorynne the dwarven-steel pickaxe (dig speed 7 turns) Glorynne the dwarven-steel pickaxe (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +6 Physical power: +7 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +3 Dex Changes resistances: +7% physical Critical mult.: +23.00% Spell save: +10 (+3 eff.) Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Woedeath the dwarven-steel pickaxe (dig speed 30 turns) Woedeath the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 light Changes stats: +4 Str / +1 Con Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Qog's Essentials Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 86.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 10 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 404.24 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Eilinevea [power 137] (6 cooldown) Eilinevea [power 137] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Changes stats: +4 Dex / +2 Con Maximum wards: +2 physical / +2 mind / +3 darkness Talent granted: +1 Ward Critical mult.: +3.00% Physical save: +3 (+1 eff.) Maximum life: +30.00 It can be used to fire a blast of psionic energies in a range 9 beam dealing 68.50 to 137.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Searstrike the dwarven-steel torque of mindblast [power 225] (6 cooldown) Searstrike the dwarven-steel torque of mindblast [power 225] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +25% fire Changes damage: +12% fire Talent granted: +3 Telekinetic Blast Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a blast of psionic energies in a range 9 beam dealing 112.50 to 225.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of mindblast [power 173] (6 cooldown) hateful dwarven-steel torque of mindblast [power 173] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 9 beam dealing 86.50 to 173.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Strikefurnace [power 43] (30 cooldown) Strikefurnace [power 43] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% lightning Changes resistances penetration: +5% lightning / +15% darkness Changes damage: +6% lightning Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +3 Silence It can be used to teleport randomly (rad 43), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield 'Gorodunastir' [power 139] (20 cooldown) voratun torque of thermal psionic shield 'Gorodunastir' [power 139] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal / +9% cold Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +10% temporal Changes damage: +9% temporal Talents granted: +5 Telekinetic Blast +1 Ward Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Tidratir [power 2] (10 cooldown) Tidratir [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Mental save: +3 (+1 eff.) Maximum psi: +20.00 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Bethukira [power 47] (20 cooldown) Bethukira [power 47] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +14 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% temporal Maximum wards: +4 acid / +4 nature / +4 light Talent granted: +1 Ward Physical save: +30 (+8 eff.) Spell save: +12 (+3 eff.) Blindness immunity: +15% Poison immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Scaldcrack [power 46] (20 cooldown) Scaldcrack [power 46] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +21% fire Changes resistances penetration: +20% darkness Changes damage: +24% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Voidwild [power 103] (10 cooldown) Voidwild [power 103] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex / +4 Mag / +4 Wil / +7 Con Changes resistances: +9% darkness Light radius: +2 Infravision radius: +2 It can be used to fire a bolt of a random element with (base) damage 52 to 103, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Malista the Sulfursmash [power 295] (10 cooldown) Malista the Sulfursmash [power 295] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 arcane / 16 nature Changes resistances: +5% arcane Changes resistances penetration: +10% nature Changes damage: +21% nature / +9% arcane Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By XmasCursed the Cornac Cursed level 42
4th Flare 123rd year of Ascendancy at 04:27 see stats
By XmasCursed the Cornac Cursed level 23
18th Regrowth 123rd year of Ascendancy at 19:22 see stats
By XmasCursed the Cornac Cursed level 41
70th Pyre 123rd year of Ascendancy at 07:27 see stats
By XmasCursed the Cornac Cursed level 34
30th Pyre 123rd year of Ascendancy at 20:18 see stats
By XmasCursed the Cornac Cursed level 36
45th Pyre 123rd year of Ascendancy at 08:25 see stats
By XmasCursed the Cornac Cursed level 18
59th Haze 122nd year of Ascendancy at 23:40 see stats
By XmasCursed the Cornac Cursed level 45
4th Dusk 123rd year of Ascendancy at 07:44 see stats
By XmasCursed the Cornac Cursed level 38
59th Pyre 123rd year of Ascendancy at 17:35 see stats
By XmasCursed the Cornac Cursed level 25
26th Regrowth 123rd year of Ascendancy at 03:24 see stats
By XmasCursed the Cornac Cursed level 43
6th Flare 123rd year of Ascendancy at 16:40 see stats
By XmasCursed the Cornac Cursed level 23
18th Regrowth 123rd year of Ascendancy at 18:34 see stats
By XmasCursed the Cornac Cursed level 10
19th Haze 122nd year of Ascendancy at 08:05 see stats
By XmasCursed the Cornac Cursed level 20
4th Regrowth 123rd year of Ascendancy at 09:02 see stats
By XmasCursed the Cornac Cursed level 30
65th Regrowth 123rd year of Ascendancy at 05:05 see stats
By XmasCursed the Cornac Cursed level 40
65th Pyre 123rd year of Ascendancy at 14:55 see stats
By XmasCursed the Cornac Cursed level 34
17th Pyre 123rd year of Ascendancy at 02:25 see stats
By XmasCursed the Cornac Cursed level 47
54th Haze 123rd year of Ascendancy at 23:31 see stats
By XmasCursed the Cornac Cursed level 34
17th Pyre 123rd year of Ascendancy at 03:26 see stats
By XmasCursed the Cornac Cursed level 47
9th Dusk 123rd year of Ascendancy at 22:56 see stats
By XmasCursed the Cornac Cursed level 38
59th Pyre 123rd year of Ascendancy at 06:58 see stats
By XmasCursed the Cornac Cursed level 23
18th Regrowth 123rd year of Ascendancy at 19:22 see stats
By XmasCursed the Cornac Cursed level 8
11st Haze 122nd year of Ascendancy at 13:36 see stats
By XmasCursed the Cornac Cursed level 23
18th Regrowth 123rd year of Ascendancy at 19:22 see stats
By XmasCursed the Cornac Cursed level 33
7th Pyre 123rd year of Ascendancy at 19:17 see stats
By XmasCursed the Cornac Cursed level 32
6th Pyre 123rd year of Ascendancy at 07:07 see stats
By XmasCursed the Cornac Cursed level 29
64th Regrowth 123rd year of Ascendancy at 14:21 see stats
By XmasCursed the Cornac Cursed level 18
76th Haze 122nd year of Ascendancy at 19:10 see stats
By XmasCursed the Cornac Cursed level 40
67th Pyre 123rd year of Ascendancy at 18:30 see stats
Log
XmasCursed deactivates Repel.
XmasCursed deactivates Chant of Fortitude.
XmasCursed deactivates Psiblades.
XmasCursed deactivates Gloom.
XmasCursed deactivates Stalk.
XmasCursed deactivates Premonition.